Dissertations / Theses on the topic 'Entertainment and media law'
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Wikstrand, Greger. "Improving user comprehension and entertainment in wireless streaming media : introducing cognitive quality of service." Licentiate thesis, Umeå University, Computing Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-916.
Full textIn future mobile networks service quality might be poor. A new measure is needed to be able to assess services in terms of their effectiveness and usefulness despite their lacking visual appeal. Cognitive Quality of Service is a way to measure the effectiveness in use of a networked service.
This thesis introduces Cognitive Quality of Service and puts it in relation to other ways to measure quality in streaming media. Through four studies the concept is used to improve multicast performance in a WLAN, to assess the effectiveness of simple animations compared to video, to build an application that fuses video and animations and to assess the differences between various levels of streaming video quality.
Guidelines on how to measure Cognitive Quality of Service are introduced based on a review of available literature and later analyzed in light of the studies presented in the thesis. It turns out that the guidelines are sound and should be used as a basis for assessing Cognitive Quality of Service.
Finally, the usefullness of Cognitive Quality of Service is analyzed. It turns out that it is especially useful when comparing different media, e.g. animations and video. In the video only case even bit-rate might be a useful predictor of subjective quality.
I framtiden kommer användare att titta på videosekvenser i trådlösa apparater, exempelvis mobiltelefoner. På grund av tekniska faktorer som störningar och på grund av kostnaden för det kommer den kvalitet som de erhåller inte att vara jämförbar med till exempel den kvalitet som kan erhållas när man tittar på tv. Trots det kan man anta att sådan video kan vara intressant och upplysande.
I avhandlingen introduceras och används begreppet Cognitive Quality of Service (CQoS) - kognitiv servicekvalitet. Begreppet definieras av att den överföring som ger den bästa förståelsen och känslomässiga reaktionen också har bäst CQoS. För att mäta CQoS bör man följa vissa riktlinjer, särskilt som det är svårt att mäta förståelse i samband med att man tittar på video.
Författaren har tillsammans med medarbetare tittat på hur man kan förbättra förhållandena för själva radioöverföringen (studie I). Genom en algoritm som ger multicast-paket bättre skydd mot kollisioner visas att man kan erhålla förbättrad överföringskapacitet för strömmande video i ett trådlöst nätverk.
Animeringar är ett alternativ till video som kräver låg bandbredd. I ett experiment har man undersökt hur väl animeringar står sig mot video av olika kvalitet när det gäller att upplysa användaren och ge en bra upplevelse (studie II). Det visade sig att animeringar var bättre för förståelsen medan video gav en bättre känslomässig upplevelse. Vanare åskådare föredrog videon medan ovanare åskådare föredrog animeringarna.
Frågan som ställdes var då hur man kunde kombinera respektive mediums fördelar för att få en så bra blandning som möjligt. Å ena sidan var animeringarna billiga och lätta att förstå medan videon var dyrare och mer intressant. Ett prototypgränssnitt skapades. Där kunde användaren själv välja vilken mix mellan de två alternativen som skulle visas (studie III). Det visade sig att försökspanelen föredrog video och dessutom ville ha mer information om spelare och match.
Trots animationernas förträfflighet kan man anta att det ändå är video som kommer att dominera i framtiden. En sista studie genomfördes för att se om man kunde finna liknande resultat vid olika kvalitetsgrader i video som man tidigare hade funnit mellan video och animeringar (studie IV). Det visade sig att så länge man höll sig till ett format var sambanden enklare. Mer var helt enkelt bättre upp till en viss gräns där det inte tillförde mer att öka överföringsresurserna för videon.
Sammanfattningsvis visar studierna att CQoS kan ge värdefull designkunskap. I synnerhet när man jämför olika presentationsformer som i det här fallet animeringar och video. Nästa steg blir att gå vidare med att applicera CQoS i tvåvägskommunikation, särskilt i Conversational Multimedia (CMM) ungefär bildtelefoni där det är särskilt goda möjligheter att sammanställa en för omständigheterna anpassad mediamix.
Reisfield, Alexander. "The De Havilland Law - How One Woman stood up to the Hollywood System." Scholarship @ Claremont, 2018. https://scholarship.claremont.edu/cmc_theses/2088.
Full textWright, Kelly E. "The Reflection and Reification of Racialized Language in Popular Media." UKnowledge, 2017. http://uknowledge.uky.edu/ltt_etds/18.
Full textAustin, Alexander Chance. "Expectations across entertainment media." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39157.
Full textIncludes bibliographical references (p. 131-132).
An audience's satisfaction with an entertainment product is dependent on how well their expectations are fulfilled. This study delves into the implicit contract that is formed between the purveyor of an entertainment property and their audience, as well as the consequences of frustrating audience expectations. Building on this model of the implicit contract, the creation of expectations through marketing, character and world development, and the invocation of genre discourses are examined through the lens of the television shows House M.D. and Veronica Mars. The issues surrounding the dynamic equilibrium between novelty and stability in serial entertainment and entertainment franchises brought up by these initial case studies are examined in further detail through the collectible card game Magic: the Gathering, and the complexity of the interactions between different types of expectations are demonstrated via a study of the superhero comics serials 52 and Civil War.
by Alexander Chance Austin.
S.M.
Vollans, Edwin. "Cross media promotion : entertainment industries and the trailer." Thesis, University of East Anglia, 2015. https://ueaeprints.uea.ac.uk/53382/.
Full textBarbrook, R. "Entertainment as accumulation : A political economy of the mass media." Thesis, University of Kent, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.380585.
Full textRütt, Benjamin. "Location and size distribution of entertainment and arts establishments." Thesis, Jönköping University, JIBS, Economics, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12016.
Full textThis thesis analyzes the location and size distribution of arts and entertainment industries in Sweden as well as the size distribution of Swedish labor market regions. Several sectors of the arts and entertainment industry are investigated empirically by comparing their location and overall capacity to the size of their respective markets and testing their conformity with the rank-size rule. The analyzed establishments are opera houses, football stadiums, concert performances and movie theaters. The results are brought in context with transportation cost, market size, subsidies and optimal firm size. In conclusion, most arts and entertainment industries tend to locate close to urban agglomerations, their distributions in general follow the distribution of the population as determined by the labor market regions. Exceptions occur when the identified market differs significantly from the general population or when large amounts of subsidies distort the natural distribution
Novozhylova, Olga. "Media entertainment and adolescent boys' attitudes about aggression, an exploratory study." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ62558.pdf.
Full textFröjdh, Eira, and Saad Elhachimi. "Lush authenticity : The construction of authenticity in branded entertainment." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44282.
Full textMagee, Sara C. "That's Television Entertainment: The History, Development, and Impact of the First Five Seasons of "Entertainment Tonight," 1981-86." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1217427973.
Full textKwok, Oi-yan, and 郭靄恩. "Media reporting on psychosis : a study of entertainment television in Hong Kong." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/206599.
Full textpublished_or_final_version
Psychological Medicine
Master
Master of Psychological Medicine
Ball, Martyn Norman. "Noise law in England and Wales : a comparative study of the current common law and legislative control of noise pollution." Thesis, Keele University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366447.
Full textPearce, Matthew. "That's entertainment! This is war! : the state and the media in volatile times /." Title page, contents and abstract only, 1995. http://web4.library.adelaide.edu.au/theses/09AR/09arp359.pdf.
Full textEl, Mkaouar L. "Power, Arab media Moguldum & gender rights as entertainment in the Middle East." Thesis, University of Westminster, 2016. https://westminsterresearch.westminster.ac.uk/item/9x245/power-arab-media-moguldum-gender-rights-as-entertainment-in-the-middle-east.
Full textJain, Parul. "Entertainment Media Narratives and Attitude Accessibility: Implications for Person Perception and Health Communication." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306380075.
Full textMoriarty, Jaclyn Elisabeth. "The interaction between media law and the child, child law and the media." Thesis, University of Cambridge, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.624191.
Full textTallyn, Ella. "Applying narrative theory to the design of digital interactive narratives with the aim of understanding and enhancing participant engagement." Thesis, University of the West of England, Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.327430.
Full textFranklin, Adam C. "Headshot!: An Exploration of the Phenomenon of Violent Video Games." Bowling Green State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1182264608.
Full textDeLauder, Rachel Cathleen. "Unburdened by Objectivity: Political Entertainment News in the 2008 Presidential Campaign." Thesis, Virginia Tech, 2010. http://hdl.handle.net/10919/32827.
Full textMaster of Arts
Lei, Ming. "Entertainment education and gender how do they contribute to the prevention of teen and unplanned pregnancy? /." Online access for everyone, 2008. http://www.dissertations.wsu.edu/Thesis/Summer2008/m_lei_072108.pdf.
Full textPieterse, Petrus Jacobus. "A historical examination of disruptive innovation management in the global media & entertainment industry." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/19979.
Full textENGLISH ABSTRACT: "The goal of university research is the creation, dissemination, and preservation of knowledge." – Steven E. Hyman, Provost of Harvard University 2001–2011 The Department of Trade and Industry recently identified the media and entertainment industry as a strategic sector in South Africa because of its growing contribution to economic development through both local and foreign investments, export opportunities and job creation potential, as well as the significant spill-over possibilities in industries like tourism and retail usually associated with emergent industries. However, deficient research and development has been identified as one of the notable constraints to ensuring sustainability and competitiveness of local cultural industries, in which annual expenditure currently amounts to R100 billion. This emergent nature of South Africa’s cultural industries, their strategic importance as part of South Africa’s growth path as dictated by the government and the current dearth of academic literature concerning entertainment technology innovations instigated a three-tiered research objective: First, to determine whether this industry is a legitimate subject for engineering management study by examining its technology-foundation; second, to examine the impact which technological change has historically had on the industry, building on theories by Meza (2007) and Burgelman and Grove (2007); and thirdly, to provide an analysis of the global trend of contention and convergence between content creators and technology companies. Integrating these objectives into one deliverable, the ultimate aim of this study is to establish a synthesised knowledge base on the media and entertainment industry for the Department of Industrial Engineering with specific emphasis on the intersection between technological innovation and business model innovation. A hybrid multiple-case study research approach is utilised to answer eight research questions which contribute to this research goal. Four notable insights gained from answering these are (1) entertainment companies have historically reacted to technological change in a very particular manner, reducible to a four-phase process: invention, ascension, contention and sensation – referring to the observation that incumbent organisations’ response to disruptive innovations is usually one of trepidation, a reaction which leads to legal battles and subsequent contention between technology and media content companies yet simultaneously providing opportunity for inter- and intra-industry convergence and for new business models to be developed; (2) cross-boundary disruptors are those organisations which have the capability of influencing not only inter-industry organisations but also how business is conducted in entirely-different industries; (3) industry effects account for more than 60% of profit variance in the Entertainment and Lodging economic sector, justifying a study of entertainment companies from an industry perspective; and (4) because of digitalisation, the Internet, exponentially increasing computing power and the proliferation of networking capabilities, the media and entertainment industry is transitioning from a business model which is based on media-directed “push” relationships, fragmented audiences and the provision of passive consumption to one which provides ubiquitous immersive experiences, multi-device operability and value-based content which may be customised to consumer requirements. As Porter (2008b) suggests, a historical analysis may prove to be not only informative but also instructive. The synthesised knowledge base and deductions made from this historical examination of disruptive innovation management in the media and entertainment industry may consequently be used as a basis for future research, for which a few possibilities are offered.
AFRIKAANSE OPSOMMING: "Ons sal nie ophou verken nie, en die einde van al ons verkenning sal wees om te arriveer waar ons begin het maar om dan die plek vir die eerste keer te verstaan." — T. S. Eliot Die media- en vermaaklikheidsbedryf is onlangs deur die Departement van Handel en Nywerheid geïdentifiseer as 'n strategiese sektor in Suid-Afrika as gevolg van die groeiende bydrae wat hierdie industrie lewer tot ekonomiese ontwikkeling deur middle van plaaslike en buitelandse beleggings, uitvoergeleenthede en werkskeppingpotensiaal. Hierdie industrie beskik ook oor beduidende oorloopmoontlikhede in bedrywe soos toerisme en kleinhandel. Gebrekkige navorsing en ontwikkeling is egter geïdentifiseer as een van die vernaamste beperkings tot volhoubaarheid en mededingendheid van plaaslike kulturele industrieë, `n bedryf waarin jaarlikse besteding reeds R100 biljoen beloop. Die kombinasie van hierdie ontluikende aard van Suid-Afrika se kulturele industrieë, hul strategiese belangrikheid as deel van Suid-Afrika se Industriele Aksieplan en die gebrekkige akademiese literatuur met betrekking tot vermaaklikheidstegnologië het gelei tot 'n drie-ledige navorsingsdoelwit: Eerstens, om vas te stel of hierdie bedryf 'n legitieme akademiese onderwerp vir die ingenieursbestuur-dissipline is deur die aard en tegnologie-fondasie van die industrie te bestudeer; tweedens, om die impak wat tegnologiese verandering histories op die bedryf gehad het te ondersoek, met Meza (2007) en Burgelman en Grove (2007) se teorieë as fondasietekste; en derdens, om 'n analise te verskaf omtrent die wêreldwye mededinging en konvergensie tussen inhoudverskaffers en tegnologie-maatskappye. Geïntegreerd in een aflewerbare is die uiteindelike doel van hierdie studie om ‘n saamgestelde kennisbasis aangaande die media- en die vermaaklikheidsbedryf vir die Departement Bedryfsingenieurswese te lewer, met spesifieke klem op die ontmoetingspunt tussen tegnologiese innovasie en die innovasie van besigheidsmodelle. 'n Hibriede meervoudige-gevallestudie navorsingsbenadering is aangewend om uiteindelik agt navorsingsvrae te beantwoord. Hierdie vrae het gedien as riglyne om die doel van die tesis te bereik. Vier noemenswaardige insigte wat uit die beantwoording van hierdie vrae gekom het is (1) die vermaaklikheidsbedryf het histories op `n besondere wyse gereageer op 'n tegnologiese verandering, een wat gereduseer kan word tot 'n vier-fase proses: uitvinding, aanvaarding, mededinging en sensasie. Hierdie proses verwys na die waarneming dat bestaande organisasies aanvanklik met angs reageer tot ontwrigtende innovasies, 'n reaksie wat lei tot wetlike gevegte en daaropvolgende twis tussen tegnologie maatskappye en inhoudverskaffers, maar tegelykertyd geleentheid bied vir inter- en intra-industrie konvergensie sowel as vir die ontwikkeling van nuwe sake-modelle; (2) ontwrigtende innovasies bied geleentheid vir kruis-grens ontwrigters om die manier te beïnvloed wat ander organisasies, insluitende diegene in geheel-verskillende industrieë, besigheid doen (3) bedryfsfaktore is verantwoordelik vir meer as 60% van winsvariansie in die vermaaklikheidsbedryf, `n waarneming wat 'n studie van vermaaklikheidsbedryf vanuit 'n industrie-perspektief regverdig, en (4) digitalisering, die Internet, eksponensieel-groeiende berekeningspoed en die vermenigvuldiging van netwerke het veroorsaak dat die media- en vermaaklikheidsbedryf `n besigheidsmodelaanpassing moes ondergaan vanaf een wat gebaseer is op media-gerigte "stoot" verhoudings, gefragmenteerde gehore en die verskaffing van passiewe verbruik na een waar aanpasbare, waarde-gebaseerde inhoud alomteenwoordig beskikbaar is en verbruik kan word op veelvuldige toestelle volgens verbruikers se behoeftes. Porter (2008b) noem dat 'n maatskappy se geskiedenis nie slegs informatief is nie, maar selfs ook voorskriftelik. Gevolglik kan die afleidings wat gemaak is uit hierdie historiese ondersoek aangaande ontwrigtende innovasies in die media- en vermaaklikheidsindustrie gebruik word as `n fondasie vir toekomstige navorsing –`n paar aanbevelings hiervoor word in die gevolgtrekking van hierdie dokument gelys.
Skinner, Katharine Virginia. "The Castle/Nikki Heat Phenomenon: A Detailed Examination of Female Representation in Entertainment Media." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955124/.
Full textKeenan, Bernard. "Interception : law, media, and techniques." Thesis, London School of Economics and Political Science (University of London), 2017. http://etheses.lse.ac.uk/3640/.
Full textPaton, Elizabeth Katrine. "Privacy law and the media." Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/28826.
Full textLaw, Peter A. Allard School of
Graduate
Stitt, Carmen R. "Differences in Theoretical Constructs of Processing Health Information in Narrative Entertainment Television Messages." Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/194854.
Full textChen, Yi-Chun. "The role of media literacy and pro-health entertainment programs in changing adolescents' perceptions of alcohol and alcohol advertising." Online access for everyone, 2008. http://www.dissertations.wsu.edu/Dissertations/Summer2008/y_chen_072208.pdf.
Full textSegal, Noa H. "Dancing on the Dead: Death, Entertainment, and Respectability in Victorian London." Oberlin College Honors Theses / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1625527076086207.
Full textFast, Karin. "More than Meets the Eye : Transmedial entertainment as a site of pleasure, resistance and exploitation." Doctoral thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-15428.
Full textBurdette, Catherine Bowers. "Big Hair and Big Egos: Texan Stereotypes in American Entertainment Media as Formed Through Television Viewing." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5386/.
Full textWilliams, Daron. "Fun With Frames: Exploring Metacommunication and Real Media Frames in South Park's Fake News." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/32826.
Full textMaster of Arts
Soh, Choi Yin Art College of Fine Arts UNSW. "Cultural typologies and design meanings: a case study of Chinese media and entertainment websites from Singapore." Awarded by:University of New South Wales. Art, 2007. http://handle.unsw.edu.au/1959.4/41561.
Full textCuevas, Anthony Christopher. "Developing a business plan for Media Benefits Corporation: First Entertainment Credit Union's credit union service organization." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/2984.
Full textThally, Ryan. "Automation in Entertainment: Concept, Design, and Application." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/honors/401.
Full textSimon, Samantha Mea. "Technological Disruption in Entertainment: Navigating the Film Industry's Dynamic Relationship to the Consumer." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1028.
Full textAndersson, Victoria, and Louise Jandér. "Social Media, Insta-Culture and The Reinvention of Fashion Week." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-10147.
Full textSeppelt, Rosalie. "Media and Armed Conflict: Protection of Journalists and Media Facilities under Human Rights Law and International Humanitarian Law." Master's thesis, Faculty of Law, 2019. http://hdl.handle.net/11427/31234.
Full textPeifer, Jason Todd. "Perceived News Media Importance: News Parody, Valuations of the News Media, and Their Influence on Perceptions of Journalism." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1431071432.
Full textDibbs, Martin G. R. "Shaping popular culture : radio broadcasting, mass entertainment and the work of the BBC Variety Department, 1933-1967." Thesis, University of St Andrews, 2012. http://hdl.handle.net/10023/3165.
Full textStrickon, Joshua Andrew 1976. "Smoke and mirrors to modern computers : rethinking the design and implementation of interactive, location-based entertainment experiences." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/88355.
Full textP. 244 blank.
Includes bibliographical references (p. 237-243).
We have yet to create the ultimate interactive experience. Why is that so, and how can that change? How can we increase our chances of getting it right? Interactive, location-based experiences are a new genre and need a new way of thinking about designing them. We also need a better way of dealing with the sophistication of modem technology, enabling us to get to the heart of designing these new interactions. This thesis makes progress in this area by creating a classification system for the space of interactive location-based entertainment experiences. It begins to develop a theory of interactivity as it can be applied to this genre. The theory also guides the birth of a library of interactive design techniques and the development of a design approach as a series of steps and questions that must be answered to complete an experience. It is proposed that across a variety of experience types (games, rides, theater shows and museum installations), the design approach will be similar. It is also hypothesized that given one distinct hardware system, a range of different interactions can be explored. Furthermore, this thesis looks at how technology can be used to aid in the development process by designing a rapid development environment for prototyping new interactions. By establishing a new way of looking at the problem I hope to be able to reach the goal of creating compelling experiences. Through the construction of a new set of tools, this thesis details the fundamental elements of a location-based, interactive attraction and exposes all of the technical, practical and artistic issues that must be resolved to successfully complete and deploy them.
by Joshua Andrew Strickon.
Ph.D.
LaMarre, Heather L. "Political Entertainment Media and the Elaboration Likelihood Model: A Focus on the Roles of Motivation and Ability." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862649.
Full textBengtsson, Alexander. "Filmers visualisering av stereotyper : Islam ur ett västerländskt perspektiv." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-32758.
Full textRuett, Benjamin. "Location and rank-size distribution of Arts and Entertainment : A study of US Metropolitan Regions." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Nationalekonomi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-14826.
Full textNelson, Jackie M. "Sexually Objectifying Microaggressions in Film: Using Entertainment for Clinical and Educational Purposes." Antioch University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1564418191011389.
Full textFingalsson, Linn, Katalina Palma, and Sindi Sheri. "Attitude is everything : towards social media mobile advertising." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-44828.
Full textJoyce, Daniel Anthony Walter. "International law and the media : a multifaceted relationship." Thesis, University of Cambridge, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.611103.
Full textFinnerty, Keli Lynn. "Risky Sexual Intercourse on Entertainment Television: Comparing Audience Responses to Different Types of Negative Consequence Portrayals." Diss., The University of Arizona, 2007. http://hdl.handle.net/10150/195789.
Full textStrutt, Christina Magdelena. "Property and valuation methods in new media: an examination of existing theories and practices and their applicability to new media ventures." Thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/11570.
Full textIncludes bibliographical references.
New media has become a major part of our daily routine and influences both our social interactions and the ways in which we conduct business. Not only does it provide new business tools to existing business models, it has also created a platform from which new forms of commerce and exchange can emerge. These novel enterprises are largely unrestrained by the capital and regulatory requirements of traditional forms of business and have other peculiar characteristics that may challenge our current views on ‘property’ and ‘ownership’. The potential of new media to compete with, and potentially displace, players in the ‘real economy’ requires a further examination of the valuation methods currently applied to business ventures, in particular those in which intellectual property and intangible assets are a major component. It is beyond the scope of this dissertation to propose alternative methods of valuing intellectual property in the new media environment. It does, however, aim to consider various theories on property and traditional valuation methods in light of this new phenomena.
Bouclin, Suzanne. "Street law's sites, sights, and media." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103449.
Full textDans cette thèse j'exploite le discours et les théories des Études cinématographiques pour repenser le droit en termes cinématographiques et proposer une hypothèse de pluralisme juridique critique en vue d'imaginer le cinéma en tant que droit. La composante principale de cette étude est constituée d'interactions réglementées entre des personnes vivant en situation d'itinérance et leurs interlocuteurs-trices; je considère ces interactions comme étant une instanciation d'une pluralité d'interactions réglementées qui constituent le 'droit de la rue'. Ma recherche s'articule autour de trois axes: d'abord, les lieux du droit de la rue (où se constituent les gouvernances à laquelle sont assujetties les personnes vivant en situation d'itinérance et dont elles sont les créatrices); ensuite, les visualisations du droit de la rue (comment nous percevons les multiples matrices normatives qui régissent les interactions dans la rue); enfin, la médiation de ce droit (certaines modalités par lesquelles ces multiples gouvernances sont constituées). Je propose que le cinéma fournit un appareil conceptuel pour étudier les lieux (espaces), les visualisations (perspectives) et la médiation (modalités) qui ne sont pas couramment saisis par le biais des symbolisations orthodoxes et dominantes du droit de la rue. Je tente de fournir de tels appareils conceptuels de trois façons: j'utilisedes concepts empruntés à la cinématographie pour repenser le droit de la rue en termes métaphoriques, j'interprète certaines séquences cinématographiques comme étant génératrices de normes et je réalise un film documentaire non-linéaire, collaboratif et explicitement interactif dans le but de symboliser le droit de la rue. Chacune de ces tentatives sert à faire avancer un projet plus vaste, celui de symboliser par le truchement du cinéma, les interactions entre les personnes vivant en situation d'itinérance et leurs interlocuteurs-trices telles qu'elles sont gouvernées par des règlements.
Schulz, Sandra, and Cornelia Schade. "Entwicklung und Evaluation digitaler Lernspiele: Wissenschaftliche Befunde jenseits des Entertainment." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73917.
Full textSun, Wanning, of Western Sydney Nepean University, and Faculty of Humanities and Social Sciences. "Reading the other: narrative constructions of Japan in the Australian and Chinese press." THESIS_FHSS_XXX_Sun_W.xml, 1996. http://handle.uws.edu.au:8081/1959.7/115.
Full textDoctor of Philosophy (PhD) (Media and Cultural Studies)