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Dissertations / Theses on the topic 'Entertainment architecture'

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1

Leung, Siu-sun Philip. "Entertainment landscape architecture." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B3821961X.

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Leung, Siu-sun Philip, and 梁兆燊. "Entertainment landscape architecture." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B3821961X.

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Lugo, De Jesus Mayte Nilda. "Architecture as a Transition Space." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/35790.

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Architecture as an act of social intervention is the concept of this project. Careful consideration of context and surrounding as well as community needs are the forces behind the creation of a building that is both a place of transition and interaction; a place that both philosophically and programmatically intends to enhance the life of the town's population by promoting social and civic togetherness. Through the architectural concept of flexibility it is my intention to make a center that would not only house several permanent activities at once, but will also be able to host as many types of temporary activities as the community can imagine. The building intervening as a social unifier provides both the local and the university communities a place to interact and play together. The chosen site is ideal for this project, since its location is considered as a bridge between downtown and the university campus, thus making it easier to generate an activity space where both could meet throughout the year. The proposed building design reflects this "bridge" condition of the site by turning itself into an urban icon of different qualities; the building that becomes a plaza, the plaza that becomes a building.
Master of Architecture
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4

Zerhusen, Robert F. II. "Entertainment Architecture: Contextually Integrated Water Park Resort in Norwood, Ohio." University of Cincinnati / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1243014144.

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Zerhusen, Robert Francis. "Entertainment architecture contextually integrated water park resort in Norwood, Ohio /." Cincinnati, Ohio : University of Cincinnati, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc_num=ucin1243014144.

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Thesis (Master of Architecture)--University of Cincinnati, 2009.
Advisor: John E. Hancock. Title from electronic thesis title page (viewed Aug. 26, 2009). Includes abstract. Keywords: entertainment architecture; contextual; water park. Includes bibliographical references.
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Baykara, Ayse Bike. "The Entertainment Structures In Roman Pergamon." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614446/index.pdf.

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In this thesis the main focus is the varied body of entertainment structures in Pergamon in the Roman era. Pergamon was a well known city in the Hellenistic period with close ties to Athens and continued its standing as a major cultural center through the Roman period. Especially notable is the fact that one of the only three known amphitheatres of Asia Minor was in Pergamon. Since the amphitheatre is a well-known Roman building type with no Greek precedent, its presence in Pergamon is particularly worth investigating. Besides the amphitheatre Pergamon also boasted a well known Greek theatre, a Roman theatre, a stadium and several odea which make the city a highly promising case study for multiple structures of entertainment. Hence the aim is to explore the architectural, social and political implications for the combined presence of these structures all within the same city.
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7

Tsai, Allen L. (Allen Lun) 1972. "The architecture of dependence : a digital entertainment entrepreneurship laboratory in the network economy." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/70315.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1999.
Includes bibliographical references (p. 33).
The dual phenomena of the information revolution and the rise of the network economy presents an interesting challenge to the architect. Architecture must shift away from the design of singular buildings, and more towards the design of instances (nodes) on a network - and indeed, the design of that network itself. This entails redefining the role of the architect, to introduce the profession into areas not traditionally though of as the architect's domain. It also demands an understanding of the unique social and economic characteristics of the informational society at the conceptual level, in order to define the correct priorities in physical design. The project is a business incubator located at the Burbank-Pasadena-Glendale Airport, in Burbank, California. The incubator is a collective work space that nurtures start-up companies involved in high tech entertainment research and development - for example, digital compositing, robotic prototypes, and advanced visual effects. In addition to providing funding and facilities, the incubator also gives member firms access to local and regional social/information networks. Local entertainment companies, such as Disney and Warner Bros., sponsor the incubator in exchange for the first right to use any technologies developed there, and to contract incubator firms to work for them. Five Organizing Principles: 1: Collective action. The inclusive aspect heightens creative cross-pollination, and transforms the nature of work from a top-down, rational, domination-based hierarchy to a collaborative, serendipitous, cooperative venture. 2: Synchronicity. The juxtaposition of unrelated uses, an architecture that reinforces chance interactions. 3: Juxtaposition of material + speed. Visual overlaps and juxtapositions highlight the multiple velocities and rhythms that permeate our lives, from the eternal to the instantaneous, reflecting the contradictions in speed in our own lives. 4: Architecture as a device. The autonomy of a building/organization is inextricably linked with its absolute dependence on connections to other buildings/organizations, for context, purpose, meaning and productive capacity. 5: Mapping of digital space onto physical space. Architecture has the opportunity to reevaluate the relationship between technology and (human) nature, to recombine and negotiate new concepts of rights, privileges, and access based on the interplay of digital fluidity and physical solidity.
CDROM in Apple Macintosh HFS format; MacOS 8.0 or higher; Netscape Navigator 4.0 or higher or Microsoft Internet Explorer 4.0 or higher.
by Allen L. Tsai.
M.Arch.
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8

Huang, Chu-Jun Debbie 1969. "Art, entertainment and commodities : eroded boundaries in a mixed-use building in SoHo, New York." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/67514.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.
Includes bibliographical references (p. 73-74).
SoHo, in New York City, is a neighborhood with an intense mixture of diverse activities. However, its character is changing as more shops are moving in and forcing existing galleries out of their street level spaces or out of the neighborhood altogether. This project proposes a mixed-use building on an infill site in SoHo that condenses a mix of programs currently dispersed throughout the neighborhood and puts them into a single building. By integrating these diverse programs into a single design, the project confronts contemporary questions about the distinctions between art, entertainment and commodity. Within the thesis, unified modes of display, programmatic and spatial overlaps, and visual sequences are the means of architecturally eroding these boundaries.
by Chu-Jun Huang.
M.Arch.
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9

Scheepers, Janine. "Reverbrating architecture outdoor recreational equipment centre." Pretoria : [s.n.], 2003. http://upetd.up.ac.za/thesis/available/etd-11262003-124220.

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10

Shang, Huijun. "Rediscover the waterfront through redevelopment a cultural and entertainment center in Huizhou, China /." online access from Digital Dissertation Consortium, 2006. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?1440081.

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11

Lenz, Anthony M. "COFFEE: Context Observer For Fast Enthralling Entertainment." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1244.

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Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table and the next-generation Microsoft Kinect. Coupling gesture and touch interfaces creates a novel multimodal interface that can leverage the benefits of both gestures and touch. The hybrid interface is able to utilize the more intuitive and dynamic use of gestures, while maintaining the precision of a tactile touch interface. Joining these two interfaces in an intuitive and context aware way will open up a new avenue for design and innovation.
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12

Liebenberg, Christiaan. "Game on : a youth centre in Pretoria." Diss., University of Pretoria, 2010. http://hdl.handle.net/2263/25391.

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The dissertation’s aim is to highlight the presence of young people in the Central Business District of Pretoria, Tshwane. The proposal aims to provide a facility to entertain the youth in the city while waiting for transport before or after school. An in depth analysis done on the Central Business District (CBD) of Pretoria revealed that there are currently 13 schools, as well as, several Further Education and Training Facilities (FET) in the CBD. These children and students form a huge sector of the population that is currently not catered for in term of entertainment. The project is located in the south eastern quadrant of the CBD, as this is where most of the schools and FET’s are located. The facility will comprise of various child and student based activities and facilities that they can engage in before and after class or school. These include indoor and outdoor activity spaces as well as commercial enterprises. All the facilities are arranged around a central courtyard space where unprogrammed activities may occur. The facility will also incorporate a small transportation node consisting of Taxi’s and Municipal busses. This will reduce the need for children to walk extensive distances between their after school activities and their modes of transportation. As the title ‘Game On’ suggests the dissertation aims to investigate games in both their architectural structure and narrative. Furthermore, the aim is to utilize the design principals and narrative found in games during the design process and using them to determine the hierarchal organization of spaces found at the centre. As in a game, design is a process that follows a narrative as determined by a set of rules and limitations. The imposed restrictions on the design may result in an unsuccessful attempt to overcome it. In games this phenomenon can be seen as reaching a level of difficulty. The player then needs to start over in order re-evaluate the situation or to gain the skills necessary for advancing to the next level. The process of design should be approached in a similar way. When a problem is reached the design should be re-evaluated and the necessary exploration should be done in order to solve to problem. Ultimately the process of design may be compared to the playing of a game, it has to adhere to rules and regulations and what is technically possible. The end product (architecture) can be engaging and may allow the user to interact with their surroundings like in a video game.
Dissertation (MArch(Prof))--University of Pretoria, 2011.
Architecture
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13

Strickon, 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.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, February 2003.
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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.
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14

Figueira, Luis Manuel Mota dos Santos. "Técnicas de construção na arquitectura manuelina." Phd thesis, Instituições portuguesas -- UC-Universidade de Coimbra -- -Faculdade de Letras, 2001. http://dited.bn.pt:80/29351.

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15

Ruão, Carlos. "Arquitectura maneirista no Noroeste de Portugal-italianismo e "flamenguismo"." Master's thesis, Instituições portuguesas -- UC-Universidade de Coimbra -- -Faculdade de Letras -- -Instituto de História de Arte, 1995. http://dited.bn.pt:80/29810.

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16

Yeh, Thomas Yen-Hsi. "Architectural and algorithmic acceleration of real-time physics simulation in interactive entertainment." Diss., Restricted to subscribing institutions, 2007. http://proquest.umi.com/pqdweb?did=1428863871&sid=1&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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17

Wu, Tien-Wen Jack. "Archicraft: video game, architecture, Electronic entertainment research center." Thesis, 2012. http://hdl.handle.net/10539/11633.

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Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
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18

Kun-De, Lin, and 林坤德. "Integrated Communication and Entertainment Service System Architecture in Public Transportation System." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/59729015809224776686.

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19

Lam, Peter. "Heterotopia of Spectacles: Toronto International Film Festival in the Entertainment District." Thesis, 2010. http://hdl.handle.net/10012/4992.

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The Toronto International Film Festival Group (tiff.) is the latest addition to an existing array of spectacles offered in Entertainment District of Toronto. Spectacles remove us from reality, surprise us, connect us with others, and allow us to participate as a part of a community. However, their extraordinary nature can be so enticing that they put us into a trance that can leave us vulnerable to political and economic influences. This thesis uses Michel Foucault’s concept of heterotopias, or ‘other places’, to shed light on the values, characteristics and functions of spaces dedicated to these spectacles. These spaces exist in the grey zone between the political-public domain and the economic-private property. They are sanctuaries for events, activities and illusions that deviate from those of the commonplace. The Entertainment District is a heterotopia that reflects and fosters Toronto’s enjoyment and fascination with spectacles. This thesis looks at how the district can further its role as a heterotopia of spectacle by juxtaposing the existing experiences with a variety of contemporary experiences such as free play and film-related events introduced through John Street’s use of the concept of shared space and the introduction of a new home for tiff. Portions of John Street are transformed into continuous ground surfaces that encourage pedestrian circulation within the district, as well as the introduction of new spectacles. The new tiff. building situates itself along this continuous ground surface and extends up to the building’s edge and through laneways to an internal courtyard. The building reads as an incompatible cluster of skewed volumes with their own distinct function stacked on top of one another. The agitated and fragmented geometry of the building is developed through a series of governing lines and curves which sets themselves within the Cartesian grid of the city at irregular angles. These volumes are wrapped in a variety of opaque, transparent and translucent materials that frame views of events on the street, in the neighbourhood, and in the city. This thesis of discourse and design will be of interest to all those wishing to understand heterotopias or ‘other places’ dedicated to spectacles.
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McArthur, M. Glenn. "Virtual lyle : architecture transformed an online exhibition informed by a three-stage user study /." 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR29289.

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Thesis (M.Des.)--York University, 2007. Graduate Programme in Fine Arts.
Typescript. Includes bibliographical references (leaves 43-48). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR29289
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21

Galway, Angelene J. "Copyright law, digital technology and the future of entertainment." 2005. http://link.library.utoronto.ca/eir/EIRdetail.cfm?Resources__ID=362530&T=F.

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22

Selamolela, Matla. "Corporate real estate management: a survey of the South African entertainment & media companies." Thesis, 2017. https://hdl.handle.net/10539/24137.

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Thesis is submitted in partial fulfilment for the degree of Master of Science in property development and Management to the Faculty of Engineering and the Built Environment, School of Construction Economics and Management at the University of the Witwatersrand, Johannesburg, 2017
Purpose- The main objective of this study was to determine a particular knowledge and skill of the senior management of the South African entertainment and media industry towards corporate real estate management. [Abbreviated Abstract. Open document to view full version]
MT 2018
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