Dissertations / Theses on the topic 'Digital media – Cross-cultural studies'
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Noakes, Travis. "Inequality in digital personas - e-portfolio curricula, cultural repertoires and social media." Doctoral thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29652.
Full textMarczyk, Organek Katherine D. "Sleep in Early Adolescence: an Examination of Bedtime Behaviors, Nighttime Sleep Environment, and Parent-set Bedtimes Among a Racially/ethnically Diverse Sample." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804905/.
Full textWatkins, Sean Edward. "Media Literacy and the Digital Age." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1242223666.
Full textCronje, Franci. "Border crossings : how students negotiate cultural borders during digital video production." Doctoral thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/10299.
Full textThis thesis explores emerging patterns of communication in student video production and the extent to which such patterns signify cultural border crossings in a South African upper income group school context. The investigation was carried out with specific reference to the politics of difference, an educational philosophy defined by Henry Giroux (2006) as border pedagogy. Within the framework of multimodal pedagogy, four learners from diverse cultural backgrounds collaborated with one another in a timeframe of three days to create digital video productions using guidelines provided by the researcher. The production unit was observed in order to answer questions around the utilisation of video production in the classroom, as well as how learners interact and negotiate cultural issues while producing video. The data was analysed with a custom-made multimodal toolkit as proposed by Baldry and Thibault (2006). By employing Kress and Van Leeuwen's four strata of Discourse, Design, Production and Distribution various types of data illuminated themes around social memory, race, the influence of class difference, and gender representation. Assessment techniques in terms of the multimodal theories of Kress and Van Leeuwen (2001) also enabled the researcher to look at the way in which meaning is made "in any and every sign, at every level, and in any mode" (Kress & Van Leeuwen, 2001: 4). The classroom intervention was designed to encourage adolescents as "unique hybrids" (Bhabha 1994) to cross borders of cultural identity, hypothesising that difference might emerge more clearly in the negotiation and video production process, than what might crystallise in analyzing the final video production. Metaphorical border crossing in a cultural and racial sense might become more apparent in production than final product. The negotiation of Border Difference took preference over the ultimate erosion of these borders.
Sadowski, Helga. "Digital Intimacies : Doing Digital Media Differently." Doctoral thesis, Linköpings universitet, Tema Genus, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132634.
Full textDigitala medier har blivit en integrerad del av och en intim närvaro i många människors vardag. Med hjälp av begreppet digital intimitet, som tar dessa förändringar på allvar, analyserar denna avhandling hur digitala medier blir mer intima och hur intimitet remedieras i digitala kulturer. Detta görs utifrån perspektiv hämtade från feministiska kulturstudier och affektteori. Tre olika strategiska exempel på digital intimitet diskuteras. Det första exemplet hanterar näthat och trakasserier online och utgör ett slags motståndsstrategier. Det andra handlar om utbildningsinitiativ inom programmering riktade till kvinnor, ämnade att ge kvinnor större digital tillgång, närhet och närvaro. Det tredje fallet undersöker den digitala subkulturen kring ASMR (’autonomous sensory meridian response’), en intim multi-sensorisk stimulering som ofta understöds av videoklipp online. Det hävdas här att dessa strategiska exempel, först och främst, synliggör samtida genusrelationer i digitala kulturer, men även visar hur digitala medier gör genus på nya sätt. Med detta menas att i medierna både bevaras genuskonventioner och tillämpas nya, ibland lekfulla strategier för att motverka könsrelaterad fientlighet inom digitala kulturer. Avhandlingen hävdar att de tre studerade strategierna för digital intimitet kan användas analytiskt för att bidra till en samtida feministisk internetpolitik.
Maletkovic, Maja. "Cultural institutions: Digital Interfaces and Virtual Presence." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-744.
Full textJohansson, Erik. "Chess and Twitch : Cultural Convergence Through Digital Platforms." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45612.
Full textElerding, Carolyn. "Mechanical Clouds and Other Concrete Abstractions: Materiality, Enlightenment, and the Digital." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492627462988087.
Full textBerger, Richard. "Rewiring the text : adaptation and translation in the digital heteroglossia." Thesis, Bournemouth University, 2005. http://eprints.bournemouth.ac.uk/13283/.
Full textBurgess, Jean Elizabeth. "Vernacular creativity and new media." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16378/.
Full textWanjema, Richard Wachira. "INTERACTIVE MEDIA and CULTURAL HERITAGE: Interpreting Oral Culture in a Digital Environment." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1343405232.
Full textGaskins, Nettrice. "Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/53163.
Full textsalman, karam, and Mikkel Lind. "Multimodalt meningsskapande i bildundervisningen." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40794.
Full textKelly, Aryn. "Mobilizing Images of Black Pain and Death through Digital Media: Visual Claims to Collective Identity After “I Can’t Breathe”." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7827.
Full textJiang, Tianyu. "“Frankenstein Complex” in the Realm of Digital Humanities : Data Mining Classic Horror Cinema via Media History Digital Library (MHDL)." Thesis, Stockholms universitet, Filmvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-169638.
Full textAndersson, Oscar. "Anti-corruption and opposition in Russia: Digital media and rhetorical strategies of Navalny." Thesis, Malmö universitet, Institutionen för globala politiska studier (GPS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44338.
Full textAllen, Axel. "Imagining intelligent artefacts : Myths and a digital sublime regarding artificial intelligence in Swedish newspaper Svenska Dagbladet." Thesis, Stockholms universitet, JMK, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-172782.
Full textThomas, Geoffrey Piers. "Ambivalent animal." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33826.
Full textMartin, Nina. "The Activist’s Game : How do intersectionally marginalised independent game designers contribute to social justice movements? How does their digital artistic practice disrupt archival practices?" Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43418.
Full textRiggs, Nicholas Andrew. "Realizing Virtuality: Tracing the Contours of Digital Culture." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3311.
Full textFowler, Charity A. "Negotiating Desire: Resisting, Reimagining and Reinscribing Normalized Sexuality and Gender in Fan Fiction." VCU Scholars Compass, 2017. http://scholarscompass.vcu.edu/etd/4852.
Full textMolapo, Mpaki. "The cross-cultural camera of Akira Kurosawa." Master's thesis, University of Cape Town, 2003. http://hdl.handle.net/11427/11010.
Full textThis minor dissertation is undertaken to examine the cross-cultural similarities that are revealed by motion pictures through analyzing the work of Akira Kurosawa and contrasting it with selective mainstream cinema texts. Kurosawa is a critical case in point due to his welding of Occidental and Japanese ideas into his films, and his origin from a hybridized Japan, a society which historically has freely absorbed and embellished itself from numerous cultures, including America, Korea, China and Europe.
Skalsky, Brown Julie A. "Let’s Play: Understanding the Role and Significance of Digital Gaming in Old Age." UKnowledge, 2014. http://uknowledge.uky.edu/gerontol_etds/6.
Full textZhang, Alice Jin. "Excavation Sites: Art-ifacts of the Millennial Girl Web Development and Blogging Community of the 2000's to the Early 2010's." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1238.
Full textGomez, Norberto Jr. "The Art of Perl: How a Scripting Language (inter)Activated the World Wide Web." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/472.
Full textGras, Stéphan-Eloïse. "L'écoute en ligne. Figures du sujet écoutant et mutations des espaces musicaux sur Internet." Thesis, Paris 4, 2014. http://www.theses.fr/2014PA040210.
Full textThis research questions the figures of the listening subject in the context of the transformations of musical spaces on the Internet from 2007-2014, in order to consider the question of online listening from the perspective of the fields of philosophy and communications. I study the industrial and logical disposition (dispositif) of the API of The Echo Nest, a complex musical search and recommandation engine. I seek to grasp the aesthetic effects of this technoogy as a means of understanding the extent to which contemporary digital culture shapes musical experience. This is approached from three perspectives: an archeology of listening, which shows what is inherited in the online listening experience; a critical reading of the politics of digital archiving and algorithms,which incites us to think about the industrial axiologies of « machines of taste » ; and lastly, a semiotic-pragmatic analysis, which draws attention to the fictional modalities involved in mediated listening. With the emergence of music streaming as a new form of radio, this dissertation traces a contemporary regime of digitized perception (digital sensorium) that becomes a « discipline oflistenable » supported by the fictional mode of online production of meaning
Galvez, Chelsea Michelle. "AUTHENTICALLY DISNEY, DISTINCTLY CHINESE: A CASE STUDY OF GLOCALIZATION THROUGH SHANGHAI DISNEYLAND’S BRAND NARRATIVE." CSUSB ScholarWorks, 2018. https://scholarworks.lib.csusb.edu/etd/662.
Full textNeal, Mark. "An investigation into the nature of cross-national managerial work." Thesis, Bournemouth University, 1993. http://eprints.bournemouth.ac.uk/9718/.
Full textCulp, Andrew C. "Escape." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1377255356.
Full textAugust, Morganne Tinsley. "Magic at the Crossroads: the Rise of the Video Essay." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4299.
Full textAkil, Hatem Nazir. "The visual divide Islam vs. the West, image peception in cross-cultural contexts." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4733.
Full textID: 030646224; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 204-217).
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Chan, Iut Va. "Cross-cultural communication in official travel brochures of Macao." Thesis, University of Macau, 2005. http://umaclib3.umac.mo/record=b1636338.
Full textSweeney, Ellen Elizabeth. "Partition and its legacies: a cross-cultural comparison of Irish, British and South Asian cinemas." Diss., University of Iowa, 2013. https://ir.uiowa.edu/etd/2016.
Full textNilsson, David. "Design i det digitala samhället: : En analys av tillgänglighetsanpassning för synnedsatta i Tv-spel." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43886.
Full textZhuang, Yuxi. "Representation of Working Women: A Comparative Study of Feature Films in China and the U.S. from 2000-2019." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1619196204339411.
Full textRyan, Joelle Ruby. "Reel Gender: Examining the Politics of Trans Images in Film and Media." Bowling Green, Ohio : Bowling Green State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1245709749.
Full textFrampton, Anthony. "Cross-Border Film Production: The Neoliberal Recolonization of an Exotic Island by Hollywood Pirates." Bowling Green State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1394999350.
Full textKang, Chee Youn. "REVISITING THE COGNITIVE MEDIATION MODEL IN THE DIGITAL AGE: A CROSS-CULTURAL STUDY OF FACEBOOK AS A VENUE FOR NEWS AND POLITICAL INFORMATION SOURCES, FACEBOOK USE AND CREDIBILITY AMONG NEW MEDIA USERS IN SOUTH KOREA AND THE UNITED STATES." OpenSIUC, 2017. https://opensiuc.lib.siu.edu/dissertations/1419.
Full textJarboh, Mathias. "Kunskap och attityder kring digitala fotspår och hur det påverkar användandet av internet : En studie om integritet, tillit och egenmakt." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34323.
Full textThere are huge amounts of data to collect on today's internet users. Today, with the help of digital footprints, we can calculate people´s interests, where they are moving, and how they may act in the future. In this study, I look at the functions of attitudes and previous knowledge of digital footprints in the use of the internet. In the context of this essay, it has also been examined how theories founded on the concepts trust, integrity and empowerment have had an impact on the informants. In the study, cultural probes have been used to act as provocateur and as inspiration for the subsequent interviews. The result shows that previous education and knowledge for digital footprints have a small to non-existent effect on the use. Instead, it seems that previous experiences and attitudes about digital footprints have a greater impact on the use of the internet.
Al, Shehabi Ahmad, and Cecil Quiroga. "Queerness In Games." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19856.
Full textTemat för detta kandidatarbetet var Queer Spel. Vi diskuterade hur queerhet appliceras i digitala spel för HBTQ personer. Vi gjorde några observeringar kring hur HBTQ karaktärer representerades inom några spel som innehöll representationer av queer upplevelser. Vi undersökte ämnet “Queer Mechanics” som presenterades av spelskaparen Avery Mcdaldno (2014) och undersökte diskussioner från vissa forskare om Queerhet i Spel. Nämligen, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Kapitel 1) and Edmond. Y. Chang (2017, Kapitel 2). Vi förklarade varför vi använde “Gay Memes” som vår huvudämne för vår Queer-Spelgestaltning och sedan tydliggjorde våra metoder och designprocess som vi hade under utvecklingen av vår Queer-Spelgestaltning. Dessa metoder inkluderade Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) och The Crystal Clear method (New Line Technologies, 2018). Sedan bröt vi ner designprocessen till sina olika steg från hur vi kom fram till spelkonceptet till vilka “Design Pillars” vi använde och vilka datorprogram och verktyg vi använde för att utveckla spelgestaltningen. Vi förklarade också relationen mellan designprocessen och informationen vi lärde oss från de sistnämnda forskare och spelskapare. I slutet av detta kandidatarbetet diskuterade vi hur bra de valda metoderna fungerade och resultaten vi hittade genom vår undersökning. Dessa inkluderade att ifrågasätta rollen av empati och vikten av att ha roligt i spel, att lägga mindre fokus på ytliga former av representation och att skapa spelmekanik som är Queer. Vi beskrev den färdiga spelgestaltningen som vi skapade och introducerade våra egna idéer för framtida undersökningar om Queer Speldesign.
Arbetets resultat ledde till ett digitalt spel som kan laddas ner via denna länken https://ahmad-al-shehabi.itch.io/boyles-queer-quest-for-tea
Rosén, Anton, and Charlotte Hamrin. "Battle of Recruitment : A Comparative Study of German and Swedish Militaries’ Recruitment Films." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414479.
Full textYang, Yi-Chen. "A comparison of women's roles as portrayed in Taiwanese and Chinese magazine print advertising." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2630.
Full textBlake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textLeong, Rosa. "A study of research trends in international public relations." Thesis, University of Macau, 2009. http://umaclib3.umac.mo/record=b2120010.
Full textEsping, Alva. "(Robot)influencern Miquelas visuella yttranden i vår samtida digitala verklighet : – En kvalitativ visuell analys av innehåll från Miquelas (@lilmiquela) Instagramprofil." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-18637.
Full textMiquela is a so-called “robot-influencer”, which means that “she” is a fictional character within a transmedial narrative maintained by the company Brud. Due to Miquela being constructed by computer-generated imagery and animations, it is easy to perceive her appearance as unrealistic, which may cause the uncannyvalley-effect for the viewer. This paper has its foundation in an interest of wanting to understand how something so apparently unrealistic can become social accepted as an actual (virtual) influencer. The purpose is thereby to explore a deeper understanding of how Miquela gets expressed through visual content on Instagram. Hence a qualitative image- and textanalysis will be conducted on material from Miquelas Instagramprofile. The analysis will rely on an (social) semiotic perspective and its focal point will be on how various forms of capital is expressed. The results primarily show how Miquela, visually and seemingly, owns and uses social capital, and that “she” exhibits a relatable “everyday” behavior, which can contribute to the parasocial relationships "she" has with her followers.
Ament-Gjenvick, Vanessa. "From Splicing To Dicing: Film Sound Design Goes Digital In The 1990s." 2014. http://scholarworks.gsu.edu/communication_diss/52.
Full textBurwell, Catherine. "The Politics and Pedagogy of Young People's Digital Media Participation." Thesis, 2011. http://hdl.handle.net/1807/31702.
Full textSuhr, Hiesun Cecilia. "The mutation of cultural values, popularity, and aesthetic tastes in the age of convergence culture social networking practices of musicians /." 2010. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.000052270.
Full textPitcher, Sandra. "The mass collaboration of digital information : an ethical examination of YouTube and intellectual property rights." Thesis, 2010. http://hdl.handle.net/10413/565.
Full textThesis (M.A.)-University of KwaZulu-Natal, Pietermaritzburg, 2010.
""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.
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