Dissertations / Theses on the topic 'Diegetic'
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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 textAbstract Diegetic effects, non-diegetic effects, indexical and environmental storytelling in relation to tutorials, what happens when you introduce the game's mechanics with these concepts? This article examines how other games have used these concepts to introduce mechanics and game conditions. We will discuss how environmental and indexical storytelling together with diegetic and non-diegetic effects can affect the player's perception and understanding of the basic mechanics of a game space. As a result of an analysis of design examples, we investigate this through our own design.
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 textTouliatou, 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 textÖstblad, 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 textWanas, 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 textRapp, 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 textRobinson, Jesse. "The Possibilities of Sort Of." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/1315.
Full textPinchbeck, 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 textTaffazoli, 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 textI denna studie så kommer vi undersöka hur ett begränsat användargränssnitt påverkar spelupplevelsen i överlevnadsskräckspel. För att testa detta så skapade vi ett digitalt överlevnadsskräckspel. Det begränsade användargränssnittet i prototypen befinner sig på den spelbara karaktären som har tillgång till fem olika användargränssnitts element. Dessa element är hälsa, revolver, ficklampa, kompass och klocka. Resultaten visar att begränsningen och genom att göra användargränssnittet diegetisk påverkade spelupplevelsen. Detta var presenterat genom att dela upp deltagarens erfarenheter med prototypen i fyra olika kategorier: utmaning, analytisk, säkerhet och kontroll. Deltagare gillade ökningen i utmaning från det begränsade gränssnittet som även hjälpte stärkte skräckupplevelsen. En nackdel med ett begränsat gränssnitt var att deltagare hade det svårare att lära sig spelet samt förstå vissa spelmekaniker och spelement.
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 textShu, 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 textAnderberg, 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 textHorton, 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 textSousa, 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 textThe aim of this thesis is to present an analysis of the works The Mandarin and The Relic of Eca de Queiroz, from the intimate writing perspective. On this reading will be considered aspects of the writing the self, according to Michel Foucault, described in the texts L\'écriture de soi, first published in 1983, and in Volume III of the History of Sexuality: Self care, published in 1985. The choice of this theoretical contribution is given by the disclosure of the features of this kind of writing these two narratives of Eca de Queiroz, now classified as autodiegéticas. We intend to demonstrate that Eça de Queirozs writing of itself as mimesis in these two works is at the service of a strong social criticism, which aims to achieve the very constitution of the subject nineteenth century.
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 textWingfield, 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 textTitle 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).
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 textThis Bachelor Thesis aims to highlight some of the opportunities that the digitisation contributes to, by among other things, lifting smartphones and social media as a potential channel for increased crisis communication. In a crisis situation, communication is of utmost importance. In Sweden, the traditional crisis communication system has long revolved around the audio signal “Hesa Fredrik” and “VMA” (important announcement to the public) in state-owned television and radio stations. Recently, big parts of the society have been digitised which means that the conditions and opportunities for crisis communication both develop and change. This has been visualised in a film by using design fiction and diegetic prototypes as a way to help speculate and test which digital solutions may be possible in a near future. We have used the definition and explanation of design fiction as mentioned by Bleecker (2009), and methods such as the Three Layered Model of design fiction by Lindley & Coulton (2014), scenarios as described by Nardi (1992) and future personas according to Fergnani (2019) were supportive in the making of the film. For the final result of the film, the diegetic prototypes played a significant role, as well as the foundation based on reality and the narrative in order to connect the reality with the speculative future. Only a few of the endless opportunities that the digitisation brings is shown in the film, but may hopefully inspire further exploration of new, digital solutions for crisis communication.
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 textJunior, 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 textEsta 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 espectador
This dissertation deals with visualities sought in the field of contemporary art, using as the videogame as language and its aesthetics, formed as ideias of a visual transfigurations of a world structured in codes, an information between signs in daily living of the common man. In this character, the artwork coupled with videogame proposes levels of aesthetic perception and interaction with the viewer as a structural form of the work, like the work itself. Linking the art with the videogame achieve the combination between artist, work of art and the viewer
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 textIn this Bachelor thesis we explore what smartphone usage could be like in the near future. With design fiction as the central method of approach, we create real life diegetic prototypes that, with their appearance and functionalities, tell of a possible future world of smartphone use. Our diegetic prototypes come from a fictitious scenario, based on aspects derived from science fact, containing smartphone use, the smartphone’s technological evolution and estimated role in the near future. With Scenariometoden (“The scenario method”), our own method Lager-på-lager (“Layer-on-layer”) and Bleecker’s (2009) interpretation of design fiction, we can base our fantasy and speculation on these aspects, to imagine what it one day could be like. Löwgren and Stolterman’s (2004) book “Design av informationsteknik” contributes methodology that assists us with tools for realizing our design-fictional reality production, where the focus is on idea generation and questioning as well as an abstract picture of how design situations begin which we use as an appliance throughout the design work. We not only get an insight into what smartphone use could be like in the near future, but also how design fiction can be used in speculative study, where science fact, design and fiction meet and become one.
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 textIn this thesis, we investigate whether diegesis has a potential impact on people's emotions, by designing audio plays based on abstract poems. Our challenge is to design examples from the design perspective The vision project of how a shift in diegesis affects a listener's emotions. Pink noise, equalizer, spatialization of sound, and convolution reverb are techniques that are implemented to enhance the feeling of a shift in diegesis. Brainstorming and mindmap, as well as prototyping with iterations, are the methods we use when creating our audio plays. In addition to narrative voices in the audio plays, we fill in with foley and ambience to reinforce the narrative. The answers we get from those interviewed in our survey allow us to get closer to a clear answer. We then discuss the answers and what we could have done better, as well as how we can continue our design.
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 textGrönwall, 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 textAskerfjord, 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 textKlingenheim, 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 textThis essay interrogates the part played by the historical figure, Joris-Karl Huysmans (1848-1907) in Michel Houellebecqs novel Submission (2015). The story, set in France in 2022, revolves around François, specialist in Huysmans. In order to establish Huysmans role, we have focalized on François’s friendship, expressed by him, their affinities and their differences. The polemics brought on when the novel was published has also made us consider the moral of the story. The temporal aspect is important since it underscores a comparison between a plot set in the future and a historical figure. Here especially one notion of political fiction – speculation in a nearby future – has proven useful. It was furthermore the case of concepts in the field of narratology developed by Genette, intertextuality and metatextuality, voice and mode. Moreover, we have been guided by Viards theory regarding Houellebecqs political view as well as his vision on religion, inspired by Auguste Comte. Considered all together, this shows that Houellebecq has created an illusion of reality taking place in a familiar environment to which readers can relate. Further on, the narrator being homo-diegetic with an internally focalized perspective, makes it possible for us to conciliate the life of the hero with the life and works of Huysmans. We have also seen that the notions of political fiction, combined with the testimonial and ideological functions of the narrator, relates to the character of Huysmans as a representant of the decadency of modernity. Moreover, François’s anti-liberal and critical vision of France has a clear affinity with the disenchantment expressed in the 19th century, fin de siècle literature, of which Huysmans was a principal figure. We argue that although François and Huysmans don’t share the same vision of religion, they share the same conservative ideal of femininity and the couple. This all together has led us to the conclusion that the moral of the story rather than nihilistic is altruistic.
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 textThis bachelor’s thesis examines the question “How can diegetic sound design be used to guide players in first-person shooters?”. This is done with theories from authors including Michel Chion, Christine Jørgensen and Karen Collins, which are then applied in two analyzes of the games “Half-Life 2” (Valve Corporation 2004) and Shadow Warrior” (Flying Wild Hog 2013) to find out which techniques they use when working with sound. We then used these techniques in our own first-person shooter, a game without any form of visual feedback, in order to performe a game test and draw our own conclusions concerning guiding sound design. The results show that it’s possible to play a game without any visual feedback, as long as the sound design follows a set of specific rules.
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 textPersson, 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 textZembok, 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 textTärnskär, 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 textThis bachelor thesis studies the experience of movies for Deaf and hard of hearing. The purpose is to study the possibilities of increasing the accessibility of movies, when you no longer can rely on the narrative audio. The investigative part of the thesis consists of two parts. The first part consists of a survey where the target group, Deaf and hard of hearing where asked to describe their experience of movies. The second part of the investigation consists of a practial test of the survey results in the form of a media conformation. Through being humble and inclusive, and with the use of subtitles we can make our film more accessible to the Deaf and the hard of hearing.
Parramon, Rubio Pere. "Arte fantástico: estrategias visuales de lo imposible." Doctoral thesis, Universitat de Girona, 2021. http://hdl.handle.net/10803/671539.
Full textDistinguiendo entre “arte maravilloso”, “arte fantástico” y lo que llamamos “arte daimónico”, el primer objetivo de la presente tesis doctoral consiste en elaborar una definición funcional de arte fantástico que aglutine las diferentes aportaciones existentes en un corpus previo marcado por la heterogeneidad, y adaptando a las particularidades de las artes visuales las contribuciones sobre lo fantástico surgidas de la literatura. Considerando lo fantástico como categoría estética y no como género artístico, el segundo objetivo consiste en examinar con mayor detenimiento sus estrategias visuales para hacer visible lo imposible –elemento central de lo fantástico–, a partir de la distinción de cuatro condiciones: aspecto de verosimilitud (condición formal); aparición de lo imposible (condición ontológica); cuestionamiento crítico (condición intelectual); y efecto de miedo (condición emocional). Como conclusión, la presente tesis propone reconsiderar parte de los artistas, las obras y los períodos tradicionalmente adscritos a lo fantástico
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 textSynnergren, 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 textNorrman, 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 textPettersson, 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 textRettel, 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 textAccording to the classical definition, theatre is conceived as action and words in action : “it represents men in action and does not use narrative” (Aristotle, Poetics, 1449b). The theatre of Ionesco, however, clearly bends the rules of the aristotelo-hegelian primacy of dialog and representation of conflicts between characters. It is rich in diegesis in all its forms – storytelling, protopoetic narrative, descriptions and portraits; the shift in modes becomes systematic. Nonetheless, narrative is conditioned by the dramatic, mimetic framework. But space and time are fragmented, the concepts of plot and action undermined, without the aesthetics of Ionesco becoming epic in the Brechtian sense. Prolonging the non fictional writings of Ionesco, narrative in his theatre is to be considered both as a trace of the writing process and a means of investigation, located at the crossroads between a search for identity and a quest for mysticism
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 textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
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 project events and ideologies from the moment of enunciation (narration) on the elements of the statement (diegesis). Hence the difficulty that the short story introduces to the critic suggests an approach that goes beyond the traditional theoretical classifications about the narrator, once the richness of the category does not reside in the stagnated characteristics of its form, but in its manner of proceeding actively on the report. Based on this, we propose a study that is centered not properly in the narrator's figure as 'typological' result, according to the traditional theoretical classifications, but in the formal means that act, starting from the narration, on the constitution of the diegesis. In other words, we tried to study the category indirectly through the relationships between strategic discursive means, enunciation and statement. Such relationships are capable to dissimulate an entire implicit universe that hides ferocious criticismo to different domains of the reality. Therefore we need a research to be ruled by different concepts when the subject is the reflection on unconventional manners with which the narrator intervenes in his report. The immediate consequence of such a study concerning this subject is a methodological arrangement that is based on new concepts formulated by a range of theorists that belong not only to literary theory. Thereby we built and adopted, throughout the whole analysis, some specific notions, as it is the case of the allusion-that results from the dialogue between the ideas of Gérard Genette s narrative levels, the ideas of Peirce s indexicality and the Grice s implicature. This conglomeration of theoretical aspects from different áreas can suggest a certain perplexity. However, at the end, the allusion and its constituent phases -as it results from the a fore mentioned theoretical connection provides an indispensable service to our analysis. Still of our specific method another fundamental concept arises: the prototypicality. By this term we want to designate the cutting done by the narrator of certain essential lines that configure particularities of the reality.
O presente trabalho tem como objetivo promover um estudo diferente acerca da categoria narrador. Pensando na complexidade da obra O alienista, de Machado de Assis, observamos que tal aspecto resulta dos modos de intervenção que o narrador realiza através do seu discurso historiográfico . Por meio deste discurso, ele está habilitado a projetar eventos e ideologias do momento da enunciação (narração) sobre os elementos do enunciado (diegese). Nessa perspectiva, a dificuldade que o conto apresenta ao crítico sugere uma abordagem que em muito ultrapassa as tradicionais classificações teóricas do narrador, tendo em vista que a riqueza da categoria não se encontra nas características estanques de sua forma, mas nos seus modos de proceder ativamente sobre o relato. Decorre disso um estudo que se centra não propriamente na figura do narrador enquanto resultado tipológico , segundo as classificações teóricas tradicionais, mas nos meios formais que agem, a partir da narração, sobre a constituição da diegese. Ou seja, ao considerarmos a categoria, procuramos estudá-la indiretamente por meio das relações entre estratégias procedimentais , enunciação e enunciado. Tais relações são capazes de dissimular todo um universo implícito que esconde críticas ferozes a distintos domínios da realidade objetiva. Resulta, portanto, de semelhante observação uma pesquisa pautada em conceituações bem diferentes das que nos são indicadas inicialmente quando o assunto é a reflexão sobre o narrador. A consequência imediata de um estudo direcionado para estas questões é um arranjo metodológico que se baseia em autores e conceitos diversos. Dessa maneira, construímos e adotamos, durante toda a análise, algumas noções específicas, como é o caso da alusão que resulta da junção entre as ideias dos níveis narrativos de Gérard Genette, do índice de C. S. Peirce e da implicatura de H. P. Grice. Este conglomerado de aspectos teóricos de áreas relativamente diferentes pode sugerir certa perplexidade. Entretanto, no final, a alusão e suas fases constituintes como resulta da junção teórica mencionada presta um serviço imprescindível a nossa análise. Ainda de nosso método específico decorre outro conceito fundamental o de prototipicidade. Com este termo queremos designar o recorte feito pelo narrador de certos traços essenciais que configuram particularidades da realidade objetiva.
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 textSchartman, 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 textLecompte, 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 textThrough the analysis of more than a four hundred movies collection, directed in the early years of the Fifth Republic (1958-1968), this thesis studies the representations of music aiming to report the wholeness of the musical fact, from the listener to the musician, including both human and material intermediaries. This study is devoted to the observation of one of the modality of music witch is the diegetic one, meaning the music that characters are either listening and/or making inside the story. These représentations are considered in their numerous aspects : visual – the image of music –, sound – the music itself –, linguistic – the speech about music. To the variousness of the chosen movies (from popular cinema to arthouse cinema) answers the variety of music carried by movies in this decade, where jazz, popular music and classical music are crossing paths
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 textSilva, 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 textA Game’s narrative is one of the key components of creating Player immersion. As technology advances, game developers increase their toolset for creating increasingly complex game worlds. The UI has a crucial role, providing the Player with feedback about the various attributes and mechanics within the game. Some games sought to integrate the traditionally intrusive UI within the game’s narrative and art, by the means of Diegetic UI. The goal of this Thesis is to understand how integrating the User Interface into the game’s art and narrative – creating what is called a Diegetic Interface – can increase the feeling of immersion for the Player. To identify the processes through which meaning is observed in Diegetic UI, we’ve relied on the Discoursive Semiotics proposed by A.J. Greimas and to assess if these Diegetic Representations affect usability, we employed Game Usability Heuristics proposed by Desurvire and Wiberg. The methodology proved to yield interesting results regarding the relationships between UI and Narrative as well as the Usability impact derived from such implementation in the game Metro: Last Light.
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""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 textCHOU, 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世新大學
廣播電視電影學研究所(含碩專班)
105
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. Throughout 《HearthStone: Heroes of Warcraft》, all three of these aspects deliver their respective impacts in their own unique ways, while working together at the same time. In this study, we will examine from the perspective of Flow Theory how sound design can enhance overall game enjoyment, and ease the player into the game flow. This study uses the questionnaire survey method to determine the intensity of in-game flow experience, with a focus on measuring the “in-the-moment” experience, rather than relying on post-game recollection, as the two may have a significant difference in reliability. In order to avoid the possibility of players not being able to accurately recall their flow experience after the game, this study takes a purposive sampling approach, having 313 players fill out questionnaires immediately after their gaming session, reporting their experiences regarding narrative enjoyment and game flow. Based on the conclusions of this study, we can not only observe whether the players’ flow experience can be affected by in-game sound design, but also take an in-depth look at the effect of the various in-game sound elements on the gameplay experience, from the players’ point of view. We hope the results of this study can provide some insight to the gaming industry for the benefit of future in-game sound design, and also serve an enlightening role for further research in the field of in-game sound experiences.
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 textSmith, 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 textThesis (Ph.D.) -- University of Adelaide, Elder Conservatorium of Music, 2019
Ndebele, Vusisizwe N. "The subliminal and explicit roles of functional film music: a study of selected works by Hans Florian Zimmer." Thesis, 2011. http://hdl.handle.net/10539/10874.
Full textThe aim of this Research Report is to highlight the overt and more subtle roles that contemporary film music plays in the final presentation of a film. An analysis of selected examples by the renowned film music composer, Hans Zimmer, illustrates the techniques and musical tools that he uses to achieve certain effects which influence the way different scenes are perceived by the viewer/listener. Much of the debate revolves around the degree to which the music plays either an obvious or less obvious role in the multi-media modality of film and the techniques that the composer applies to achieve his/her desired dramatic result. I have drawn on the writings of current film music theorists in order to interrogate the interaction between music and some of the other art-forms that coalesce in the creation of the final film product.
Paredes-Olea, Mariana. "Procedural Realism in Computer Strategy Games." Master's thesis, 2009. http://hdl.handle.net/10048/690.
Full textModern Languages and Cultural Studies
Bazika, Tomáš. "Formanův Amadeus a role hudby ve filmové naraci." Master's thesis, 2020. http://www.nusl.cz/ntk/nusl-435223.
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