Academic literature on the topic 'Diegetisk'
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Journal articles on the topic "Diegetisk"
Jørgensen, Kristine. "Lyd som grensesnitt: Når dataspillets lyd bliver funksjonell." MedieKultur: Journal of media and communication research 22, no. 40 (June 23, 2006): 9. http://dx.doi.org/10.7146/mediekultur.v22i40.519.
Full textCiric, Marija. "Narration and film music diegetic and non-diegetic music in film." Kultura, no. 134 (2012): 129–40. http://dx.doi.org/10.5937/kultura1234129c.
Full textDykhoff, Klas. "Non-diegetic sound effects." New Soundtrack 2, no. 2 (September 2012): 169–79. http://dx.doi.org/10.3366/sound.2012.0037.
Full textTsybina, T. A. "The functions of film credits in the diegetic and non-diegetic space of a film." Pyatigorsk State University Bulletin, no. 1 (2021): 125–29. http://dx.doi.org/10.53531/25420747_2021_1_125.
Full textFeyersinger, Erwin. "Diegetic Short Circuits: Metalepsis in Animation." Animation 5, no. 3 (November 2010): 279–94. http://dx.doi.org/10.1177/1746847710386432.
Full textZoppelli. "IL TEATRO MUSICALE OTTOCENTESCO COME STRUTTURA DIEGETICA." Revista de Musicología 16, no. 6 (1993): 3135. http://dx.doi.org/10.2307/20796921.
Full textHave, Iben. "The ambiguous voices of Possum." Short Film Studies 6, no. 1 (April 1, 2016): 49–52. http://dx.doi.org/10.1386/sfs.6.1.49_1.
Full textPronin, Alexander А. "The Diegetic Narrator in the Documentary-Portrait." Vestnik of Saint Petersburg University. Language and Literature 13, no. 3 (2016): 157–66. http://dx.doi.org/10.21638/11701/spbu09.2016.318.
Full textCastelvecchi, Stefano. "On “Diegesis” and “Diegetic”: Words and Concepts." Journal of the American Musicological Society 73, no. 1 (2020): 149–71. http://dx.doi.org/10.1525/jams.2020.73.1.149.
Full textMitarcă, Monica. "Voice-over, music, diegetic sound and pornography." Porn Studies 2, no. 1 (January 2, 2015): 93–95. http://dx.doi.org/10.1080/23268743.2014.995952.
Full textDissertations / Theses on the topic "Diegetisk"
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 textElmhammar, 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.
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 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 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.
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 textLundell, Thomas. "Icke-diegetiska affect-ljud i skräckspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9445.
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 textKnutsson, Magnus. "Det auditiva narrativets dieges : En undersökning i icke-diegetiskt ljudnarrativ." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8472.
Full textJemth, 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.
Books on the topic "Diegetisk"
Roland, Lillian D. Women in Robbe-Grillet: A study in thematics and diegetics. New York: P. Lang, 1993.
Find full textRobbert Adrianus Jacobus van der Lek. Diegetic music in opera and film: A similarity between two genres of drama analysed in works by Erich Wolfgang Korngold (1897-1957). Amsterdam: Rodopi, 1991.
Find full textSzawerna, Michal. Metaphoricity of Conventionalized Diegetic Images in Comics: A Study in Multimodal Cognitive Linguistics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2017.
Find full textSzawerna, Michal. Metaphoricity of Conventionalized Diegetic Images in Comics: A Study in Multimodal Cognitive Linguistics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2017.
Find full textSzawerna, Michal. Metaphoricity of Conventionalized Diegetic Images in Comics: A Study in Multimodal Cognitive Linguistics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2017.
Find full textSzawerna, Michal. Metaphoricity of Conventionalized Diegetic Images in Comics: A Study in Multimodal Cognitive Linguistics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2017.
Find full textLewis, Hannah. Source Music and Cinematic Realism. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190635978.003.0006.
Full textTulloch, John, and Belinda Middleweek. Brutal Intimacy. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190244606.003.0007.
Full textWomen in Robbe-Grillet: A Study in Thematics and Diegetics (American University Studies Series II, Romance Languages and Literature). Peter Lang Pub Inc, 1994.
Find full textBook chapters on the topic "Diegetisk"
Köhle, Kay, Matthias Hoppe, Albrecht Schmidt, and Ville Mäkelä. "Diegetic and Non-diegetic Health Interfaces in VR Shooter Games." In Human-Computer Interaction – INTERACT 2021, 3–11. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85613-7_1.
Full textTurner, Peter. "Narration and the Diegetic Camera." In Found Footage Horror Films, 54–78. London; New York: Routledge, 2018. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429425486-3.
Full textGeal, Robert. "The Drama of the Diegetic Author." In Anamorphic Authorship in Canonical Film Adaptation, 207–19. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16496-6_8.
Full textAnne Brown, Sarah, Cheryl Resch, Vanessa Han, Srividya Vaishnavi Surampudi, Pratyusha Karanam, and Sharon Lynn Chu. "Capturing User Emotions in Interactive Stories: Comparing a Diegetic and a Non-diegetic Approach to Self-reporting Emotion." In Interactive Storytelling, 229–42. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62516-0_21.
Full textBangura, Abdul Karim. "The Power of African Cultures: A Diegetic Analysis." In Toyin Falola and African Epistemologies, 155–83. New York: Palgrave Macmillan US, 2015. http://dx.doi.org/10.1057/9781137492708_10.
Full textRothe, Sylvia, and Heinrich Hußmann. "Guiding the Viewer in Cinematic Virtual Reality by Diegetic Cues." In Lecture Notes in Computer Science, 101–17. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3_7.
Full textVirginás, Andrea. "Electronic Screens in Film Diegesis: Modality Modes and Qualifying Aspects of a Formation Enhanced by the Post-digital Era." In Beyond Media Borders, Volume 1, 141–73. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49679-1_4.
Full textSeo, Gapyuel, and Byung-Chull Bae. "Towards the Utilization of Diegetic UI in Virtual Reality Educational Content." In HCI International 2018 – Posters' Extended Abstracts, 111–15. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92285-0_16.
Full textSeo, Gapyuel. "Implementation of Immersive Virtual Reality Through the Analysis of Diegetic User Interface." In Communications in Computer and Information Science, 116–21. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50729-9_16.
Full textWalkling, Andrew R. "Machine technology and diegetic supernaturalism on the English public stage, 1661–71." In English Dramatick Opera, 1661–1706, 38–81. London and New York : Routledge, 2019. | Series: Ashgate interdisciplinary studies in opera: Routledge, 2019. http://dx.doi.org/10.4324/9781315524214-2.
Full textConference papers on the topic "Diegetisk"
Lane, Nicole, and Nathan R. Prestopnik. "Diegetic Connectivity." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3116595.3116630.
Full textPfister, Linda, and Sabiha Ghellal. "Exploring the influence of non-diegetic and diegetic elements on the immersion of 2D games." In OzCHI '18: 30th Australian Computer-Human Interaction Conference. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3292147.3292190.
Full textCao, Chong, Zhaowei Shi, and Miao Yu. "Automatic Generation of Diegetic Guidance in Cinematic Virtual Reality." In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2020. http://dx.doi.org/10.1109/ismar50242.2020.00087.
Full textDickinson, Patrick, Andrew Cardwell, Adrian Parke, Kathrin Gerling, and John Murray. "Diegetic Tool Management in a Virtual Reality Training Simulation." In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 2021. http://dx.doi.org/10.1109/vr50410.2021.00034.
Full textOgier, Harley, and Jim Buchan. "Exploring the feasibility of diegetic in-game store user interfaces." In ACSW 2017: Australasian Computer Science Week 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3014812.3014881.
Full textRothe, Sylvia, Heinrich Hußmann, and Mathias Allary. "Diegetic cues for guiding the viewer in cinematic virtual reality." In VRST '17: 23rd ACM Symposium on Virtual Reality Software and Technology. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3139131.3143421.
Full textSalomoni, Paola, Catia Prandi, Marco Roccetti, Lorenzo Casanova, and Luca Marchetti. "Assessing the efficacy of a diegetic game interface with Oculus Rift." In 2016 13th IEEE Annual Consumer Communications & Networking Conference (CCNC). IEEE, 2016. http://dx.doi.org/10.1109/ccnc.2016.7444811.
Full textWu, Wenjie, and Stefan Rank. "Responsive Environmental Diegetic Audio Feedback for Hand Gestures in Audio-Only Games." In CHI PLAY '15: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2793107.2810336.
Full textLi, Jingya, Erik van der Spek, Jun Hu, and Loe Feijs. "Exploring Tangible Interaction and Diegetic Feedback in an AR Math Game for Children." In IDC '19: Interaction Design and Children. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3311927.3325333.
Full textPeacocke, Margaree, Robert J. Teather, Jacques Carette, and I. Scott MacKenzie. "Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377211.
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