To see the other types of publications on this topic, follow the link: Diegetic.

Dissertations / Theses on the topic 'Diegetic'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Diegetic.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Elmhammar, Julia, and Amanda Berg. "Learning the ropes through environmental and indexical storytelling : Introducing basic mechanics as a part of the world." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21933.

Full text
Abstract:
Abstrakt Diegetiska effekter, icke diegetiska effekter, indexical -och environmental storytelling i relation till tutorials, vad händer när man introducerar spelets mekaniker med hjälp av dessa?  Denna artikel undersöker hur andra spel har använt sig av ovan begrepp för att introducera mekaniker och spelvillkor. Vi kommer diskutera hur environmental -och indexical storytelling tillsammans med diegetiska och icke diegetiska visuella effekter kan påverka spelarens inlevelse och förståelse av de grundliga mekanikerna i ett spelutrymme. Till följd av ett analysarbete av designexempel undersöker vi
APA, Harvard, Vancouver, ISO, and other styles
2

Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.

Full text
Abstract:
Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype mu
APA, Harvard, Vancouver, ISO, and other styles
3

Touliatou, Georgia. "Diegetic stories in a video mediation : a narrative analysis of four videos." Thesis, University of Surrey, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.397132.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Hubber, Duncan. "Diegetic wounds : the representation of individual and collective trauma in found footage horror films." Thesis, Federation University Australia, 2021. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/179533.

Full text
Abstract:
The type of horror film known as “found footage” was prominent in the 2000s and early 2010s. The term refers to films that aim to scare their audience, and which are primarily shot diegetically, with handheld and surveillance cameras that exist within the world of the film. The thesis identifies conceptual, aesthetic, and thematic links between found footage horror films and psychological trauma theory. For example, in each film the premise of the characters and viewers finding footage of a frightening event evokes the victim’s belated recollection of a traumatic experience. Additionally, the
APA, Harvard, Vancouver, ISO, and other styles
5

Östblad, Per Anders. "AUDIO-NAVIGATION : What are the benefits of utilising diegetic spatial audio in audio-navigation software?" Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6176.

Full text
Abstract:
The task of navigating and orienting oneself in an unknown environment might seem arbitrary to most people. For a person with a visual impairment however, it can prove to be a challenge. Much research has been conducted to provide useful software solutions to aid this problem. Nevertheless, not enough research has been put into studying the use of our everyday sounds for such software. The present thesis is aimed at evaluating the usefulness of utilising diegetic spatial audio. After a real environment was replicated in a virtual audio environment without visual input, 16 sound students from t
APA, Harvard, Vancouver, ISO, and other styles
6

Wanas, Al Hussein. "Narrowing the Gap Between Imaginary and Real Artifacts: A Process for Making and Filming Diegetic Prototypes." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3142.

Full text
Abstract:
Critical Design uses designed artifacts as a critique of consumer culture. However, the complex nature of these artifacts prompted designers to focus on the artifact and present it in an informative, but relatively isolated fashion.The theoretical framework for this thesis is drawn from a similar, yet more recent, design criterion called Design Fiction. The artifacts of Design Fiction are called Diegetic Prototypes: fictional prototypes that function in the social sphere of a film’s structure. This research develops a method for analyzing and creating artifacts, in reference to psychoanalysis
APA, Harvard, Vancouver, ISO, and other styles
7

Rapp, Marcus. "Diegetiskt kontra icke-diegetiskt narrativ : En undersökning i hur två olika berättartekniker påverkar en spelares uppfattning och inlevelse i ett datorspel-narrativ." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15444.

Full text
Abstract:
I detta arbete har det undersökts huruvida ett narrativ som berättas endast genom dieges ger samma resultat som om berättelsen skulle förmedlas med hjälp av icke-dieges. Detta arbete fokuserade på den verbala berättartekninken och genom en undersökning där sex vana spelare av narrativa spel intervjuades. Undersökningen genomfördes genom semistrukturerade intervjuer där informanterna fick spela två artefakter, en diegetisk och en icke-diegetisk. Artefakterna var utformade att leverera narrativet genom tal och språk och skapades efter Walter Murch teori om kodat och inbäddat ljud. Utvärderingen
APA, Harvard, Vancouver, ISO, and other styles
8

Robinson, Jesse. "The Possibilities of Sort Of." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/1315.

Full text
Abstract:
Simultaneity and conflict are incessant qualities one is confronted with when looking at things. Shifting from familiar to foreign, from present to implied. There seems to be a tendency, if not necessity to embrace this multiplicity. Using the film theory construct of extra-diegetic and relative qualifier 'sort of' to investigate Pulp Fiction, Bose Wave CD player, Sunset Boulevard, American Apparel, and The Uncanny.
APA, Harvard, Vancouver, ISO, and other styles
9

Pinchbeck, Daniel Mcguire. "Story as a function of gameplay in First Person Shooters and an analysis of FPS diegetic content, 1998-2007." Thesis, University of Portsmouth, 2009. https://researchportal.port.ac.uk/portal/en/theses/story-as-a-function-of-gameplay-in-first-person-shooters-and-an-analysis-of-fps-diegetic-content-19982007(ae0dcf2e-43a0-4549-973f-340c88ba4815).html.

Full text
Abstract:
The relationship between game content and gameplay remains underexplored. High level debate about the relative narrativity of games remains common, but there is a gap in the understanding about the particularities of how diegetic objects relates to the business of managing player experience and behaviour at the heart of gameplay. The first half of this thesis proposes a new model for understanding gameplay as a network of affordance relationships which define supported actions. The theoretical focus upon supported actions rather than object characteristics enables a better understanding of the
APA, Harvard, Vancouver, ISO, and other styles
10

Taffazoli, Hosein, and Thomas Tiedemann. "Confined and Condemned : The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32753.

Full text
Abstract:
In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories
APA, Harvard, Vancouver, ISO, and other styles
11

Butler, Henry James. "Diegetic stance and its role in role playing games an examination of schema development and narrative application in digital interactive fiction /." [Gainesville, Fla.] : University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0000909.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Shu, Mia. "Influencing identity through objects in ‘constructed realities’ : The role of a ‘diegetic prototype’ in influencing a person's sense of identity in relation to nature." Thesis, Linköpings universitet, Maskinkonstruktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166935.

Full text
Abstract:
Human-nature connection is recognized for its importance for our well-being, development of our environmental identity, and potentially leading to pro-environmental behaviour due to the support of an individual’s intrinsic values. However, the fostering of this connection is not supported and being implemented within society at large. This research set out to explore the causes of the weak relation to nature and identify potential design interventions to enable the recuperation of nature as part of our identity.  For this exploration, Speculative Design and Transition Design were chosen. In pa
APA, Harvard, Vancouver, ISO, and other styles
13

Anderberg, Ted, and Joakim Rosén. "Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693.

Full text
Abstract:
Virtual Reality is one of the next big things in gaming, more and more games delivering an immersive VR-experience are popping up. Words such as immersion and presence has quickly become buzzwords that’s often used to describe a VR-game or experience. This interactive simulation of reality is literally turning people’s heads. The crowd pleaser, the ability to look around in 360-degrees, is however casting a shadow on the aural aspect. This study focused on this problem in relation to audio narrative. We examined which differences we could identify between a purely diegetic audio narrative and
APA, Harvard, Vancouver, ISO, and other styles
14

Horton, Brian (Saxophonist). "Tone Parallels in Music for Film: The Compositional Works of Terence Blanchard in the Diegetic Universe and a New Work for Studio Orchestra by Brian Horton." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1011761/.

Full text
Abstract:
This research investigates the culturally programmatic symbolism of jazz music in film. I explore this concept through critical analysis of composer Terence Blanchard's original score for Malcolm X directed by Spike Lee (1992). I view Blanchard's music as representing a non-diegetic tone parallel that musically narrates several authentic characteristics of African-American life, culture, and the human condition as depicted in Lee's film. Blanchard's score embodies a broad spectrum of musical influences that reshape Hollywood's historically limited, and often misappropiated perceptions of jazz
APA, Harvard, Vancouver, ISO, and other styles
15

Sousa, Marcio Jean Fialho de. "A mimese da escrita intimista nas narrativas autodiegéticas de Eça de Queirós." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/8/8150/tde-26082016-132728/.

Full text
Abstract:
A proposta desta tese é apresentar uma análise das obras O Mandarim e A Relíquia, de Eça de Queirós, a partir da perspectiva da escrita intimista. Para essa leitura serão considerados os aspectos inerentes à escrita de si segundo Michel Foucault, descritas nos textos Lécriture de soi, publicado pela primeira vez no ano de 1983, e no Volume III da História da Sexualidade: O cuidado de si, publicado em 1985. A escolha desse aporte teórico se dá pela evidenciação dos traços desse tipo de escrita nessas duas narrativas de Eça de Queirós, ora classificadas como autodiegéticas. Pretende-se demonstra
APA, Harvard, Vancouver, ISO, and other styles
16

Lantz, Fanny. "Exploring the impact of familiarity on the emotional response to acousmatic sound effects in horror film." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84249.

Full text
Abstract:
Ever since the introduction of sound in film, sound effects have played a big part in the experience of the film audience. Acousmatic sound effects are diegetic sounds that lack a visual source on screen, and they are frequently used in horror films. This research explores the relationship between familiarity with sound effects and the emotional response in the audience. An experiment was conducted where two test groups watched an excerpt from a horror film where acousmatic sounds were a big part of the soundtrack. One of the test groups watched a version where there were reoccurring familiar
APA, Harvard, Vancouver, ISO, and other styles
17

Wingfield, Jennifer Joanne. "Unveiling Objectification: The Gaze and its Silent Power in the Novels of Frances Burney." unrestricted, 2006. http://etd.gsu.edu/theses/available/etd-04272006-233620/.

Full text
Abstract:
Thesis (M.A.)--Georgia State University, 2006.<br>Title from title screen. Murray Brown, committee chair; Malinda Snow, Paul Schmidt, committee members. Electronic text (75 p.). Description based on contents viewed Apr. 20, 2007. Includes bibliographical references (p. 74-75).
APA, Harvard, Vancouver, ISO, and other styles
18

Jemth, Daniel, and Ebba Silversnö. "Kriskommunikation i det digitala samhället." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19986.

Full text
Abstract:
Detta kandidatarbete syftar till att påpeka några av de möjligheter som digitaliseringen bidrar till, genom att bland annat lyfta smartphones och sociala medier som en potentiell kanal för utökad kriskommunikation. I en krissituation är kommunikation av yttersta vikt. I Sverige har den traditionella kriskommunikationen länge kretsat kring ljudsignalen Hesa Fredrik och VMA (viktigt meddelande till allmänheten) i statligt ägda tv- och radiokanaler. På senare tid har stora delar av samhället kommit att digitaliseras, vilket även medför att förutsättningarna och möjligheterna för kriskommunikation
APA, Harvard, Vancouver, ISO, and other styles
19

Lindahl, Lena. "En studie i diegetisk och icke-diegetisk musik i Sofia Coppolas långfilmer." Thesis, Uppsala universitet, Institutionen för musikvetenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-154243.

Full text
Abstract:
Abstract Lena Lindahl: Från barock till post-punk – En studie av diegetisk och icke-diegetisk musik i Sofia Coppolas långfilmer. Uppsala universitet: Institutionen för musikvetenskap, uppsats för 60 p, 2007. Uppdelningen diegetisk och icke-diegetisk används frekvent vid studiet av filmmusik, och det termerna söker skilja på är huruvida musiken vi hör har en källa i filmen (diegetisk) eller om den endast uppfattas av publiken och inte har en logisk plats i filmens verklighet (icke-diegetisk). Syftet med denna uppsats är att visa hur den amerikanska filmregissören Sofia Coppola använder diegetis
APA, Harvard, Vancouver, ISO, and other styles
20

Sorace, Martina <1987&gt. "Analisi diegetica della rappresentazione. Metateatro, metacinema e metalessi." Master's Degree Thesis, Università Ca' Foscari Venezia, 2013. http://hdl.handle.net/10579/2517.

Full text
Abstract:
La rappresentazione teatrale e lo spettacolo cinematografico vengono paragonati al testo scritto nell'ottica dell'analisi diegetica sul modello delle teorie di Gérard Genette e del discorso del racconto. Si indaga la metadiscorsività in metadrammi e metafilm, applicando le strutture metadrammatiche di George Forestier e individuando alcune particolarità narrative come procedimenti metalettici. Oggetto d'esame sono cinque testi teatrali e cinque film, selezionati in base ai requisiti di esemplarità e di varietà strutturale. Si prospetta inoltre un proseguimento della ricerca nell'osservazione d
APA, Harvard, Vancouver, ISO, and other styles
21

Junior, Aldene Rocha da Silva. "Obra-jogo: processos, visualidades e tessituras." Universidade do Estado do Rio de Janeiro, 2013. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=7863.

Full text
Abstract:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Esta dissertação trata das visualidades buscadas no campo da arte contemporânea utilizando como linguagem o videogame e sua estética, que se formam como transfigurações das ideias de um mundo estruturado em códigos, uma informação entre os signos que convivem no cotidiano do homem comum. Neste caráter, o trabalho artístico aliado ao videogame propõe estados de percepção estética e interação com o espectador como forma estrutural da obra, como a obra em si. Unir a arte com o videogame para alcançar a mistura entre artista, obra e es
APA, Harvard, Vancouver, ISO, and other styles
22

Persson, Simon, and Simon Larsson. "Smarttelefonen: En blick mot framtiden : när vetenskapliga fakta, design och fiktion blir ett." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18088.

Full text
Abstract:
I den här undersökningen utforskar vi hur användande av smarttelefoner skulle kunna se ut inom en nära framtid. Med designfiktion som grundpelare och förhållningssätt, verklighetsproducerar vi diegetiska prototyper som med sina utseendemässiga egenskaper och funktionaliteter, berättar om en möjlig framtida värld av smarttelefonanvändning. De diegetiska prototyperna är sprungna ur ett fiktivt scenario, baserad på tidigare forskning om aspekter kring användning av smarttelefoner, smarttelefonens tekniska utveckling och dess estimerade roll i en nära framtid. Med Scenariometoden, en egentillverka
APA, Harvard, Vancouver, ISO, and other styles
23

Cardell, Ludvig, and Simon Arnback. "Design av Diegesis för ökad emotionell respons." Thesis, Blekinge Tekniska Högskola, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19949.

Full text
Abstract:
I detta kandidatarbete undersöker vi om diegesis har en potentiell påverkan på människors känslor, genom att designa ljudberättelser baserat på abstrakta dikter. Vår utmaning är att med designperspektivet The vision project ta fram exempel på hur ett skifte i diegesis påverkar en lyssnares känslor. Rosa brus, equalizer, spatialisering av ljud och konvolutionsreverb är tekniker som implementeras för att förstärka känslan vid skifte av diegesis. Brainstorming och mindmap, samt prototyping med iterationer är metoderna vi använder oss av vid skapade av gestaltningar. Förutom berättarröst i gestalt
APA, Harvard, Vancouver, ISO, and other styles
24

Douglas, Ian Stuart. "Discourse, diegesis and the real: An integrative theory of meaning." Thesis, Douglas, Ian Stuart (1986) Discourse, diegesis and the real: An integrative theory of meaning. PhD thesis, Murdoch University, 1986. https://researchrepository.murdoch.edu.au/id/eprint/50373/.

Full text
Abstract:
Introduction If there is one time and place to which I can allocate the origins of the concerns of this dissertation, it is the occurrence of a dialogue at Murdoch University between one of my students and myself over Saussure's definition of a signified as a concept. I chose an example from the medium film, specifically Andy Warhol's eight-hour uninter­rupted shot of the Empire State Building in New York. (I did not claim to have seen it: conceptual art is always more fun to hear about than to experience.) The signified, at least the denotative signified, of this shot was, I argued, of the c
APA, Harvard, Vancouver, ISO, and other styles
25

Grönwall, Jakobsson Jonathan. "It’s All About Perspective : Att skriva filmmusik utifrån olika perspektiv." Thesis, Linnéuniversitetet, Institutionen för musik och bild (MB), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84413.

Full text
Abstract:
I detta arbete vill jag ta reda på hur jag som filmkompositör påverkas av att skriva filmmusik utifrån olika perspektiv och hur detta i sin tur påverkar filmpublikens tolkning av filmen. Jag valde ut fyra perspektiv som är hämtade ur boken On the Tracks av Fred Karlin. Jag valde ut tre filmklipp från kända produktioner, två långfilmer och en TV-serie. Till varje filmklipp skapades fyra olika musikversioner, ett utifrån varje perspektiv. Det blev således tolv musikstycken totalt. Genom att föra loggbok under arbetets gång och låta en lyssningsgrupp svara på frågan ”Hur tycker du att musiken påv
APA, Harvard, Vancouver, ISO, and other styles
26

Askerfjord, Christer. "Tid för film : Introduktion av konceptet diegetisk tid genom en jämförande analys av filmerna The Magnificent Seven och The Wild Bunch." Thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-58287.

Full text
Abstract:
Filmer, texter och andra former av beskrivningar skildrar både den tid de beskriver och den tid då de produceras, både medvetet och omedvetet. För att analysera och jämföra dessa båda berättarnivåer i filmer krävs tydliga metoder och effektiva verktyg. Begreppen diegetisk tid, icke-diegetisk tid och meta-diegetisk tid introduceras i uppsatsen som verktyg för att förenkla och effektivisera analysarbetet och presentationen av tid i och kring film. Som stöd för användningen av begreppen analyseras och jämförs två västernfilmer som producerades under perioden från mitten av 1950-talet till slutet
APA, Harvard, Vancouver, ISO, and other styles
27

Klingenheim, Bettina. "François, l’ami désenchanté : La figure de Huysmans et l’altruisme dans Soumissionde Michel Houellebecq." Thesis, Högskolan Dalarna, Franska, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35618.

Full text
Abstract:
Ce mémoire interroge la place qu’occupe le personnage historique, Joris-Karl Huysmans (1848-1907) dans le roman Soumission (2015) de Michel Houellebecq. Située en France en 2022, l’histoire met en scène François, spécialiste de Huysmans. Afin de cerner le rôle de Huysmans dans l’histoire, nous nous sommes intéressée à l’amitié que François exprime pour lui, leurs affinités et leurs divergences. Les polémiques suscitées lors de la parution du roman nous ont poussé à également considérer la moralité de l’histoire. L’aspect temporel du roman, situé dans un futur proche, est important car il laiss
APA, Harvard, Vancouver, ISO, and other styles
28

Vaara, Jonatan, and Tomas Rahden. "Vem Kan Spela Förutan Bild? : En undersökning om diegesis och ledande ljud i förstapersonsspel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12165.

Full text
Abstract:
Detta examensarbete undersöker frågeställningen “Hur kan diegetisk ljudsättning användas för att vägleda spelare i first-person shooters?”. Detta görs med hjälp av teorier från bl.a. Michel Chion, Christine Jørgensen och Karen Collins som sedan tillämpats i analyser av spelen “Half-Life 2” (Valve Corporation 2004) och “Shadow Warrior” (Flying Wild Hog 2013) för att ta reda på vilka tekniker dessa spel använder sig av ljud. Dessa tekniker har vi sedan använt oss av i vårt eget first-person shooter spel, ett spel utan någon som helst visuell feedback, för att sedan speltesta spelet och komma fra
APA, Harvard, Vancouver, ISO, and other styles
29

Goudoulakis, E. "DIEGESIS : a multi-agent Digital Interactive Storytelling framework using planning and re-planning techniques." Thesis, Liverpool John Moores University, 2014. http://researchonline.ljmu.ac.uk/4512/.

Full text
Abstract:
In recent years, the field of Digital Interactive Storytelling (DIS) has become very popular both in academic circles, as well as in the gaming industry, in which stories are becoming a unique selling point. Academic research on DIS focuses in the search for techniques that allow the creation of systems that can generate dynamically interesting stories which are not linear and can change dynamically at runtime as a consequence of a player’s actions, therefore leading to different story endings. To reach this goal, DIS systems usually employ Artificial Intelligence planning and re-planning algo
APA, Harvard, Vancouver, ISO, and other styles
30

Persson, Niklas, and Daniel Wallin. "Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15113.

Full text
Abstract:
The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based o
APA, Harvard, Vancouver, ISO, and other styles
31

Zembok, Ewa. "Režie jako scénické vyprávění příběhu." Master's thesis, Akademie múzických umění v Praze.Divadelní fakulta. Knihovna, 2017. http://www.nusl.cz/ntk/nusl-391697.

Full text
Abstract:
The thesis is written from a practical director´s perspective. It focuses on the problematics of the ensemble cast as one of the most important diegetic units in production. The thesis accents the ensemble cast as a part of directing and realization of the dramaturgical-directing concept. It is divided into two parts. The theoretical part deals with the use of the mimetic and diegetic means in modern theatre and transformation of the classic directing principles within the birth of the post-dramatic theatre. The other chapters reflect the author´s 2011 graduation production and describe the pr
APA, Harvard, Vancouver, ISO, and other styles
32

Tärnskär, Filip, and Helgason Jonatan. ""Film med undertext" : - "En studie om tillgänglighet av film för döva och personer med hörselnedsättning."." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12163.

Full text
Abstract:
Den här uppsatsen utforskar döva och hörselnedsattas upplevelse av film. Syftet är att undersöka möjligheter i hur man kan öka tillgängligheten av film då man inte längre kan förlita sig på ett ljudberättande. Den undersökande delen av uppsatsen består av två delar. Arbetet med kandidaten inleddes med en enkätundersökning där målgruppen, döva och personer med hörselnedsättning, fick beskriva sin upplevelse av film. Den andra delen av undersökningen bestod av att praktiskt testa resultatet av enkätundersökningen i en medieteknisk gestaltning.  Genom ödmjukhet, inkludering och undertextning kan
APA, Harvard, Vancouver, ISO, and other styles
33

Parramon, Rubio Pere. "Arte fantástico: estrategias visuales de lo imposible." Doctoral thesis, Universitat de Girona, 2021. http://hdl.handle.net/10803/671539.

Full text
Abstract:
Distinguishing between “marvellous art”, “fantastic art” and what we call “daimonic art”, the first objective of this doctoral thesis consists of elaborating a functional definition of fantastic art that brings together the different existing contributions in a previous corpus marked by heterogeneity, and adapting the contributions on the fantastic emerging from literature to the particularities of the visual arts. Considering the fantastic as an aesthetic category and not as an artistic genre, the second objective is to examine more closely its visual strategies for making the impossible –the
APA, Harvard, Vancouver, ISO, and other styles
34

Axelsson, Olle. "Diegetiska och spatiala UI-element i speltutorials : Hur immersion och lärbarhet påverkas av olika typer av UI i ett VR-spels tutorial." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13671.

Full text
Abstract:
Tutorial kallas ofta delen i början av ett spel där spelaren lär sig hur spelet fungerar. Utformningen av detta segment, som ofta innehåller en kombination av träning i spelmekanik och inledning till spelets berättelse, utgör ofta en utmaning för speldesigners. I tutorial-delen av VR-spelet Budget Cuts har utvecklarna använt sig av så kallade spatiala UI-element för att förmedla instruktioner och information till spelaren. Man har från utvecklarnas sida sett vissa brister i lärbarhet och immersion. Det har föreslagits att en förflyttning av UI-element till ett diegetiskt plan, d.v.s. där dessa
APA, Harvard, Vancouver, ISO, and other styles
35

Synnergren, Johan, and Malmberg Vanessa Olofsson. "En talande miljö : En modell för att designa diegetiska objekt i First Person Shooters." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19222.

Full text
Abstract:
Hur en spelare förstår gameplay är en diskuterad fråga bland forskare inom det ludologiska fältet. Denna studie ser specifikt på förståelsen av genomförbara interaktioner i spelvärlden och forskning kring ämnet som grundar sig i ekologisk psykologi samt kognitionsvetenskap. Detta med målet att se hur diegetiska element i spelvärlden kan kommunicera mening till spelaren. Studien ser även på förändringar i denna förståelse när spelare utsätts för stress för att kunna anpassa de diegetiska elementen till spel med högt tempo. Baserat på den framtagna forskningen har designprinciper samt två versio
APA, Harvard, Vancouver, ISO, and other styles
36

Norrman, Alex. "User Interface's Impact on Player's Immersion." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-170644.

Full text
Abstract:
With the success of technology, computers and digital games have become a new, more advanced, medium for storytelling. What sets digital games apart from more traditional forms is that the player must engage and interact with a game world and the characters on a whole new level. Immersion is a term that is described as the experience of feeling deeply engaged within another reality. So how does a player become immersed in the game? In order to enable the necessary interactions between the player and the game, a user interface is required. User interface elements can be designed in a variety of
APA, Harvard, Vancouver, ISO, and other styles
37

Pettersson, Ulf. "Textmedierade virtuella världar : Narration, perception och kognition." Doctoral thesis, Linnéuniversitetet, Institutionen för film och litteratur (IFL), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-29606.

Full text
Abstract:
This thesis synthezises theories from intermedia studies, semiotics, Gestalt psychology, cognitive linguistics, cognitive psychology, cognitive poetics, reader response criticism, narratology and possible worlds-theories adjusted to literary studies. The aim is to provide a transdisciplinary explanatory model of the transaction between text and reader during the reading process resulting in the reader experiencing a mental, virtual world. Departing from Mitchells statement that all media are mixed media, this thesis points to Peirce’s tricotomies of different types of signs and to the relation
APA, Harvard, Vancouver, ISO, and other styles
38

Rettel, Marc. "Ionesco et la narration : Formes, fonctions et enjeux de l'incursion de la diégésis dans le théâtre ionescien." Thesis, Mulhouse, 2016. http://www.theses.fr/2016MULH4251.

Full text
Abstract:
Selon la définition classique, le théâtre est action et parole en action : « c’est une imitation faite par des personnages en action et non par le moyen d’une narration » (Aristote, Poétique, 1449b). Or, force est de constater que le théâtre d’Eugène Ionesco déroge à ce précepte et constitue une entorse à la conception aristotélo-hégélienne du genre fondé sur le primat du dialogue et la représentation de conflits entre personnages. La diégésis sous toutes ses formes – récits stricto sensu, mais aussi récits protopoétiques, descriptions et portraits – y abonde. Si le glissement modal devient sy
APA, Harvard, Vancouver, ISO, and other styles
39

Abdala, Helio Santiago Rodrigues. "A lógica dos implícitos em "O Alienista": uma abordagem não-convencional do narrador." Universidade Federal da Paraí­ba, 2013. http://tede.biblioteca.ufpb.br:8080/handle/tede/6226.

Full text
Abstract:
Made available in DSpace on 2015-05-14T12:39:43Z (GMT). No. of bitstreams: 1 ArquivoTotal.pdf: 1456148 bytes, checksum: d3eb35cf9cefab697fa728d56763f419 (MD5) Previous issue date: 2013-03-27<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The present work aims to promote a different study concerning the narrator. Thinking about the complexity of the short story O alienista (Machado de Assis), we observed that such aspect results of the 'manners' of intervention that the narrator accomplishes by a 'historiographic' discourse. Through this discourse, he is able to p
APA, Harvard, Vancouver, ISO, and other styles
40

Johan, Hellgren. "You are here. Exploring the intersection of wayfinding and presence in video games." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23613.

Full text
Abstract:
This thesis project aims to contribute knowledge to the field of user experience design in games by examining the relationship between presence and wayfinding in games in order to determine how one might design wayfinding systems that simultaneously facilitate player navigation and create a sense of presence. Based on examining and comparing existing literature on wayfinding and presence in games, and by analyzing existing games that accomplish the aforementioned dual purpose, I formulate a set of hypothetical design principles for presence-creating wayfinding design. The validity of these pri
APA, Harvard, Vancouver, ISO, and other styles
41

Augier, Sébastien. "Poïétique et médiation de la création transmédiatique : une approche diégétique des dispositifs de création, de prélèvement et de médiation." Electronic Thesis or Diss., Bourgogne Franche-Comté, 2024. http://www.theses.fr/2024UBFCC015.

Full text
Abstract:
Cette thèse, appuyée sur le projet européen Open-Access (OA), aborde les relations entre création artistique et transmédiation au sein des Sciences de l'Information et de la Communication (SIC). Le projet OA vise à explorer la jonction entre les arts de la scène et les pratiques transmédia, répondant aux priorités de développement des capacités digitales et de l’engagement du public. Cette recherche action/création a été initiée afin de documenter et restituer le travail de huit artistes. Cette approche duale a permis une immersion dans le processus de création et a enrichi la compréhension de
APA, Harvard, Vancouver, ISO, and other styles
42

Schartman, Samantha. "The Logic of Disorder: A Dynamic View of Cognitive Aesthetics." Case Western Reserve University School of Graduate Studies / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=case1270180685.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Lecompte, Rémi. "La représentation de la musique dans le cinéma de fiction : L'exemple de la musique diégétique dans le cinéma français des années 1960." Thesis, Tours, 2014. http://www.theses.fr/2014TOUR2032/document.

Full text
Abstract:
À travers l'analyse d'un corpus de plus de quatre cents films français réalisés au début de la Ve République (1958-1968), cette thèse étudie les représentations de la musique avec pour ambition de rendre compte du fait musical dans sa globalité, de l'auditeur au musicien en passant par les nombreux médiateurs matériels ou humains. Le parti pris de ce travail est de privilégier l'observation d'une des modalités de la musique au cinéma, la musique dite « diégétique », c'est-à-dire celle audible et/ou produite par les personnages. Ces représentions cinématographiques de la musique sont appréhendé
APA, Harvard, Vancouver, ISO, and other styles
44

Goile, Joanne Elizabeth. "Fascinations of fiction an examination of devices used within the television programme Buffy the Vampire Slayer that succeed in blurring the boundaries between viewers and the fictional diegesis of the show : thesis submitted to the Auckland University of Technology in partial fulfilment of the degree of Master of Art and Design, 2003." Full thesis. Abstract, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
45

Silva, Guilherme Doval Estima da. "A semiotic and usability analysis of Diegetic UI: Metro - Last Light." Master's thesis, 2019. http://hdl.handle.net/10400.26/31043.

Full text
Abstract:
A narrativa de um jogo é um dos principais componentes da criação da imersão do jogador. À medida que a tecnologia avança, novas ferramentas possibilitam aos desenvolvedores de jogos a criação mundos digitais cada vez mais complexos. A Interface de Usuário tem um papel crucial, fornecendo ao jogador feedback sobre os vários atributos e mecânicas do jogo. Alguns jogos buscaram integrar a interface tradicionalmente intrusiva dentro da narrativa e da arte do jogo, por meio das Interfaces Diegética. O objetivo desta tese é entender como a integração da interface na arte e na narrativa do jogo - cr
APA, Harvard, Vancouver, ISO, and other styles
46

Cattell, Allison G. "Disability Drama: Semiotic Bodies and Diegetic Subjectivities in post-WWI German Expressionist Drama." Thesis, 2014. http://hdl.handle.net/10012/8417.

Full text
Abstract:
In this dissertation, I examine discourses on disability and the body in three German Expressionist dramas written directly after WWI both for the discursive work they do in this context and for their relevance today: Ernst Toller’s Die Wandlung: Das Ringen eines Menschen (1918) and Der deutsche Hinkemann (1923) as well as Karl August Wittfogel’s Der Krüppel (1920). I analyze how these plays draw on ideas about disability in post-WWI Germany in the midst of a broad-ranging critique of the violence inherent in nationalistic, militaristic, economic, and rehabilitationist discourses. The analysis
APA, Harvard, Vancouver, ISO, and other styles
47

""You're Getting to be a Habit with Me": Diegetic Music, Narrative, and Discourse in "Bioshock"." Thesis, 2015. http://hdl.handle.net/10388/ETD-2015-09-2233.

Full text
Abstract:
In 2K Games’ Bioshock (2007) the player, as the protagonist Jack, is thrown into a dystopian, futuristic alternate history of America. Rapture is an underwater city saturated in music: popular songs from the mid twentieth century; classical-style soundtrack pieces composed by Garry Schyman; characters humming, singing, whistling or playing instruments; musical vending machines; and even the sounds of whales and other creatures all participate in forming a textured soundscape. The songs from the 1930s - 50s used throughout Bioshock recall a real-world cultural environment—a popular music cultur
APA, Harvard, Vancouver, ISO, and other styles
48

CHOU, JUI-CHEN, and 周銳宸. "Online Game Sound Diegetic for Players into Flow of Influence -"HearthStone: Heroes of Warcraft" as an Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/aj29ye.

Full text
Abstract:
碩士<br>世新大學<br>廣播電視電影學研究所(含碩專班)<br>105<br>This research takes the《HearthStone: Heroes of Warcraft》 digital card game as an example to explore how the in-game sound design fits into the simple style of the game, and produces an excellent narrative context, allowing the players to enjoy an immersive experience, and creating a comfortable gaming environment that helps them ease into the game flow. The researchers identify three different aspects of the in-game sound design that significantly impact the players’ game flow experience, including the background music, sound effects, and voiceovers. Th
APA, Harvard, Vancouver, ISO, and other styles
49

Karlberg, Christoffer. "Spatiala och Diegetiska Användargränssnitts Effekter på Känslan av Närvaro i VR-miljöer : En jämförande studie." Thesis, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17098.

Full text
Abstract:
Denna studie har undersökt effekterna som spatiala och diegetiska användargränssnitt har på känslan av närvaro i VR-miljöer för att lokalisera fallgropar och bidra till att fastställa uppdaterade designkonventioner vid utveckling av VR-applikationer. Introduktionen ger en överblick över hur arbetet gått till och vad frågeställningen varit. I bakgrunden förklaras och definieras viktiga termer samt fokus för arbetet. Därefter beskrivs metoden som nyttjades under undersökningen. Två artefakter togs fram i samband med undersökningen. Utvecklingsprocessen av dessa artefakter beskrivs i kapitel 4: g
APA, Harvard, Vancouver, ISO, and other styles
50

Smith, Barnabas Gregory. "Making the Virtual Actual: a research model to understand music of contemporary open-world video games." Thesis, 2019. http://hdl.handle.net/2440/122295.

Full text
Abstract:
The global video game industry has in part achieved its ubiquitous cultural influence through the creation of increasingly realistic gameworlds. Of these, contemporary open-world games offer vast internal environments presenting complex narrative constructs and ever-higher production values, including music content. Research into these games has typically ranged from their characteristic technical design and storytelling attributes, to ethnographic studies of their gameworlds, through to commercially based evaluations of the games’ soundtrack content. Breaking new ground by merging these dispa
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!