Dissertations / Theses on the topic 'Movies'
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Ressler, Christopher Michael. "Let's All Go to the Movies." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/79683.
Full textMaster of Architecture
Maxfield, Sean Michael. "Media at the movies analyzing the movie-viewing audience /." [Gainesville, Fla.] : University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0001560.
Full textKarahalios, Karrie. "Salient movies." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37554.
Full textIncludes bibliographical references (leaves 64-65).
by Karrie Karahalios.
M.Eng.
Watlington, John A. (John Andrew). "Synthetic movies." Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/70623.
Full textParry, Becky. "Movies teach movies : exploring what children learn about narrative from children's films." Thesis, University of Sheffield, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.574538.
Full textMurphy, Kayleigh F. "(Un)dead Japan: A genre analysis of the Japanese zombie film." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/89741/4/Kayleigh_Murphy_Thesis.pdf.
Full textRydholm, Gustav. "Recommendation System for Movies." Thesis, KTH, Skolan för elektro- och systemteknik (EES), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-200600.
Full textТегза, Ксенія Ігорівна. "Flirting strategies in movies." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18269.
Full textKlochko, S. S., and E. I. Zolotova. "3D movies at home." Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22222.
Full textHinde, Stephen John. "Attention while watching movies." Thesis, University of Bristol, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.707756.
Full textMcKendry, Rebekah W. "The Implementation and Emulation of Cult Movie Marketing." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4605.
Full textZabaleta, de Larrañaga Iñaki. "Using objective data from movies to predict other movies’ approval rating through Machine Learning." Thesis, Högskolan Kristianstad, Fakulteten för naturvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22111.
Full textLewis, Shane. "Costume in "New Hollywood" movies /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe17806.pdf.
Full textBøe, Cecilie. "Collaborative Filtering for Recommending Movies." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8746.
Full textThere is a significant amount of ongoing research in the collaborative filtering field, with much of the research focusing on how to most accurately give item predictions to a user, based on ratings given by other users with similar rating patterns. The objective of this project is to build movie rating prediction models with a simple and intuitive representation, based on previous work within the area. Important factors are the investigation of the predictive power of these models, and the research on how the use of content information can improve accuracy when the available data is sparse. We show that latent class models provide an expressive, but yet simple way to represent the movie rating scenario, and that the models have great potential when it comes to predictive accuracy. We conclude that the inclusion of additional content features into the models can help improve the accuracy when there is little data available.
Czach, Elizabeth. "Home movies then and now." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0017/MQ47772.pdf.
Full textBjörnsson, Julia, and Sigrid Andersson. "Using Movies in English Teaching." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36175.
Full textSundqvist, Karolina. "Gender specific language in animated movies." Thesis, Högskolan Dalarna, Engelska, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:du-1325.
Full textMeagher, Mary Elizabeth. "Architecture and the movies : two examples." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/75980.
Full textMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH
Includes bibliographical references (p. 125-131).
This thesis is a speculative inquiry into the relationship between movies and architecture, both of which are forms of expression simultaneously particular to the artist who created them and general, illustrative of a larger cultural sensibility. Both reveal a cultural condition: its authorities, its emphases, its concerns: And yet, as forms of expression, they are very different architecture is tactile and spatial, it is the world constructed: movies are two dimensional depictions , they are "the world viewed." But in this, we see that a relationship between them may go beyond the parallels and distinctions of their existence in the culture. Movies are unique among forms of depiction in that, through the arrangement of images in sequence, they represent movement In this, they evoke our own experience in the world and suggest the dynamic complexity of man's relation to built form and space. This thesis will examine two American movies made twenty years apart, for their revelations of a cultural understanding of built form and space. This thesis also has a second intent derived from the first. If we can think of movies as a kind of mirror of popular understanding, can we also think of them as a model, as influencing that understanding?
by Mary Elizabeth Meagher.
M.Arch.
Kim, Jiyeon. "A to Z of Superhero Movies." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/cmc_theses/1934.
Full textAigner, Scott J. "The Power and Influence of Movies." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1243793843.
Full textQuinn, Anthony Leo. "Juliet : a role in four movies." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/10580.
Full text秦彰婧 and Cheung-ching Lina Chun. "Tourism and movies: a study of theme park in CCTV Nanhai TV and movie town." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B41548280.
Full textChun, Cheung-ching Lina. "Tourism and movies a study of theme park in CCTV Nanhai TV and movie town /." Click to view the E-thesis via HKUTO, 2008. http://sunzi.lib.hku.hk/hkuto/record/B41548280.
Full textBerglund, Hanna. "Stereotypes of British Accents in Movies : A Speech Analysis of Character Types in Movies with British Accents." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33991.
Full textFrench, Emma Jane. "Veneration and irreverance : Hollywood marketing of filmed Shakespeare adaptations in the 1990s." Thesis, University of Winchester, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.274444.
Full textJaeger, Sara. "Linguistic Politeness in Children’s Movies. : A quantitative corpus study of politeness expressions in The Movie Corpus." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-91422.
Full textDittrich, Elisabeth, and Rebecka Karlström. "Musik i Film : The Sound of Movies." Thesis, University of Kalmar, Baltic Business School, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2444.
Full textThe purpose of this study is to generate a greater understanding of the different ways in which music can be used to build an identity and create image within movies, and also to explain the different impacts this can have on the parties involved. Through the history of movies music has been used as a tool for enhancement and for expression of emotions. Through music the audience relates to personal memories or emotional states and the experience is given a deeper impact, helping to create memorable movie scenes. Certain directors have created a unique identity through the use of music in their movies, and also artists have been brought forward by starring in a soundtrack. What we find interesting, and what is also the discussion in this study, is in what ways this collaboration/artistic expression can be done and what impact it has on the parties involved. This study is made from a qualitative approach based on nine interviews with respondents working in the business of movies and film music, carefully chosen to answer and fulfill our purpose from various perspectives. All the interviews are presented in full length in the appendix, and serves as the base of our analysis. Since our study is made with a qualitative approach, is it not of our intention to generalize the results. Although, we do in the analysis recognize patterns which guide us to our conclusions about film music: the characters, functions and impacts of music in film, and how it generates identity and image. These conclusions are later brought together in our figure, presented in chapter six, through which we intend to clarify and further explain our conclusion.
Benenson, Alexander. "VideoLogo--synthetic movies in a learning environment." Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/64506.
Full textTitle as it appears in the June, 1991 M.I.T. Graduate List: Video logo--synthetic movies in a learning environment.
Includes bibliographical references (leaves 106-109).
by Alexander Benenson.
M.S.
Palerius, Viktor. "Affect analysis for text dialogue in movies." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353232.
Full textFedorchenko, Ilya. "Short history of computer graphics in movies." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/13178.
Full textDossoumon, Mafoya. "Class and Gender Representation in Nollywood Movies." Thesis, Southern Illinois University at Edwardsville, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1549813.
Full textThis study examines class and gender representations in Nollywood films through textual analysis of a sample of films retrieved from the website of the largest Nollywood streaming service, irokoTV. The study investigates patterns in class and gender representations in terms of similarities in portrayals, instances of stereotypes, and value assumptions in terms of who has power by answering the following questions: (1) What class stereotypes are portrayed in Nollywood films? (2) What gender stereotypes are portrayed in Nollywood films? (3) What hegemonic ideas of power are portrayed in Nollywood films as a result of class and gender representations? The study uses an exposure approach to select a sample of convenience of the top 5 films most attended to by the audience on iROKOtv and relies on close reading and a distancing technique called the "commutation test" to discuss the meaning of class and gender representations in the films. Findings indicate that even when they appear to subvert dominant ideologies, the films still reinforce long established societal norms about the importance of wealth and female gender stereotypes such as submissiveness in domestic households. The tales are often aspirational but the films lack grand ideological narratives to make them relevant to social transformation. These findings support Stuart Hall's Theory of Ideology which allows for a subversive agenda in media texts while retaining the flexibility needed to critique connections between dominant ideologies and social practices and structures.
Baveye, Yoann. "Automatic prediction of emotions induced by movies." Thesis, Ecully, Ecole centrale de Lyon, 2015. http://www.theses.fr/2015ECDL0035/document.
Full textNever before have movies been as easily accessible to viewers, who can enjoy anywhere the almost unlimited potential of movies for inducing emotions. Thus, knowing in advance the emotions that a movie is likely to elicit to its viewers could help to improve the accuracy of content delivery, video indexing or even summarization. However, transferring this expertise to computers is a complex task due in part to the subjective nature of emotions. The present thesis work is dedicated to the automatic prediction of emotions induced by movies based on the intrinsic properties of the audiovisual signal. To computationally deal with this problem, a video dataset annotated along the emotions induced to viewers is needed. However, existing datasets are not public due to copyright issues or are of a very limited size and content diversity. To answer to this specific need, this thesis addresses the development of the LIRIS-ACCEDE dataset. The advantages of this dataset are threefold: (1) it is based on movies under Creative Commons licenses and thus can be shared without infringing copyright, (2) it is composed of 9,800 good quality video excerpts with a large content diversity extracted from 160 feature films and short films, and (3) the 9,800 excerpts have been ranked through a pair-wise video comparison protocol along the induced valence and arousal axes using crowdsourcing. The high inter-annotator agreement reflects that annotations are fully consistent, despite the large diversity of raters’ cultural backgrounds. Three other experiments are also introduced in this thesis. First, affective ratings were collected for a subset of the LIRIS-ACCEDE dataset in order to cross-validate the crowdsourced annotations. The affective ratings made also possible the learning of Gaussian Processes for Regression, modeling the noisiness from measurements, to map the whole ranked LIRIS-ACCEDE dataset into the 2D valence-arousal affective space. Second, continuous ratings for 30 movies were collected in order develop temporally relevant computational models. Finally, a last experiment was performed in order to collect continuous physiological measurements for the 30 movies used in the second experiment. The correlation between both modalities strengthens the validity of the results of the experiments. Armed with a dataset, this thesis presents a computational model to infer the emotions induced by movies. The framework builds on the recent advances in deep learning and takes into account the relationship between consecutive scenes. It is composed of two fine-tuned Convolutional Neural Networks. One is dedicated to the visual modality and uses as input crops of key frames extracted from video segments, while the second one is dedicated to the audio modality through the use of audio spectrograms. The activations of the last fully connected layer of both networks are conv catenated to feed a Long Short-Term Memory Recurrent Neural Network to learn the dependencies between the consecutive video segments. The performance obtained by the model is compared to the performance of a baseline similar to previous work and shows very promising results but reflects the complexity of such tasks. Indeed, the automatic prediction of emotions induced by movies is still a very challenging task which is far from being solved
Svensson, Peter, and Youssef Taoudi. "Labeling Moods of Movies by Processing Subtitles." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254547.
Full textKlassificering av filmer via stämning är en funktion som är användbar för rekommendationsmotorer i moderna filmströmmingsprogram. Filmrekommendation baserad på stämning är en funktion som kan förbättra användarupplevelsen på filmströmmande plattformar genom att rekommendera mer relevanta filmer till användarna. Denna uppsats beskriver utvecklingen av en prototyp för att klassificera filmer efter deras stämning genom att bearbeta filmens undertexter med hjälp av metoder inom språkteknologi. Filmer bearbetas genom att analysera undertexter för att avgöra stämningen hos en film. Prototypen använder filmer som är fördefinierade med stämning för att konstruera ett lexikon som innehåller information om de definierande egenskaperna för en stämning i filmtexter. Med hjälp av ett konstruerat lexikon kan likheterna mellan en filmtextning och ett lexikon jämföras för att beräkna sannolikheten för att en film tillhör en viss stämning. Fyra stämningar valdes för analys i prototypen: rädsla, sorg, glädje och överraskning.Navie Bayes-metoden valdes som klassificeringsmedel för prototypen. En Naive Bayes-klassificerare observerar varje förekommande ord utan hänsyn till ordets sammanhang i en mening eller text. Resultaten visade att klassificeringen hade problem att skilja mellan stämningarna. För samtliga konfigurationer av prototypen visade klassificeringsenheten dock högre precision för rädsla jämfört med de andra stämningarna. Sammantaget presterade klassificeraren dåligt och gav inte ett tillförlitligt resultat.
D'souza, Ryan A. "Representations of Indian Christians in Bollywood Movies." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7772.
Full textConnors, Melanie R. (Melanie Rose). "Chutzpah: A Screenplay." Thesis, University of North Texas, 1989. https://digital.library.unt.edu/ark:/67531/metadc501215/.
Full textOlhans, Ida. "Movies to enhance listening comprehension in theEFL classroom." Thesis, Högskolan Dalarna, Engelska, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27440.
Full textLau, Tsz-wan Christal. "Ethics in the production of Hong Kong movies." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/HKUTO/record/B39559105.
Full textNielsen, Bianca. "Werewolves, mothers and femmes fatales: Girl power movies." Thesis, University of Canterbury. American Studies, 2004. http://hdl.handle.net/10092/4792.
Full textLau, Tsz-wan Christal, and 劉芷韻. "Ethics in the production of Hong Kong movies." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B39559105.
Full textPASSARELLI, CARLOS ANDRE FACCIOLLA. "FRAMED BODIES: AIDS AND CORPORALITY IN NARRATIVE MOVIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10161@1.
Full textEste estudo busca investigar o imaginário social formado sobre o corpo das pessoas afetadas pela Síndrome de Imunodeficiência Adquirida (AIDS) e criado a partir de filmes narrativos produzidos durante os últimos 26 anos. Em um primeiro momento, discorro sobre os modos de subjetivação corporal, a partir do referencial teórico estabelecido por Mikhail Bakhtin, pela fenomenologia de Merleau-Ponty e pelos estudos de Michel Foucault sobre a história da sexualidade e a biopolítica. A construção de um marco referencial para a metodologia desta pesquisa me foi possível a partir, de um lado, da leitura de autores que se debruçaram sobre as relações entre subjetividade e cinema e, de outro, dos textos sobre o papel da linguagem na constituição da subjetividade. Desse modo, a análise dos filmes pesquisados busca identificar as imagens, representações, metáforas e sentidos construídos desde o início da epidemia, por meio de um diálogo entre essas produções culturais e autores que se dedicaram à pesquisa dos discursos sobre a epidemia no âmbito da ciência médica e do ativismo político em AIDS. Situo, então, o conjunto de representações sobre a epidemia e sua relação com a corporeidade em quatro categorias: a) a dificuldade em fazer sentido à experiência da doença, na medida em que ela não se faz notar no corpo; b) a relação do sujeito com os sintomas que surgem no corpo, de modo que a doença se faz visível, para o doente e para o outro; c) as possíveis reações diante da sensação da morte eminente devido à deterioração do corpo, e as respostas subjetivas em face da culpa e do preconceito social e; d) as estratégias de resistência que não tentam burlar a morte, mas atribuir- lhe sentidos, implicando a corporeidade num ativo processo de produção, de poder.
This study tends to investigate the social imagery created upon the body of the people affected by the Acquired Immune Deficiency Syndrome (AIDS) and formed from narrative films featured during the last 26 years. Firstly, I discuss about the bodily subjectivity processes, from the theoretical framework established by Mikhail Bakhtin, through the Merleau- Ponty´s phenomenology and in the course of Michel Foucault´s studies over the history of sexuality and biopolitics. The reading of the authors who dedicated their attention to the interconnections among subjectivity and cinema, as well as the ones who discussed the language´s role within the constitution of the subjectivity, offered me the basis for this research´s methodological framework. Thus, the selected films´ analysis tries to identify the images, representations, metaphors and meanings that were collectively built since the beginning of the epidemic, throughout a dialogue among these cultural productions and the authors who were interested on the discourses over the epidemic, within the medical science and the political AIDS activism. I locate, then, the assemblage of representations over AIDS and their relation with corporality into four categories, as follows: a) the difficult to make sense to the experiences related to illness, as long as it is not perceived within the affected body; b) the subject´s relation with the symptoms which appear alongside the body, making visible the disease, for the wronged as well as for the other; c) the possible reactions in face of imminent death , and the subjective responses to deal with the guilty and the social prejudice and; d) the resistance strategies that don´t try to overcome death, but, instead, search for new meanings to it, by implicating the corporality in an active production process, of power.
Bove, V. Michael. "Synthetic movies derived from multi-dimensional image sensors." Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/64847.
Full textEvans, Ryan George. "LogBoy meets FilterGirl--a toolkit for multivariant movies." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/29073.
Full textKattelman, Beth A. "Magic, monsters and movies : America's midnight ghost shows /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488192960167788.
Full textBlack, Liza. "Picturing Indians : American Indians in movies, 1941-1960 /." Thesis, Connect to this title online; UW restricted, 1999. http://hdl.handle.net/1773/10418.
Full textMoraes, Isadora Teixeira. "Subtitling of collocational patterns in children's animated movies." reponame:Repositório Institucional da UFSC, 2015. https://repositorio.ufsc.br/xmlui/handle/123456789/135996.
Full textMade available in DSpace on 2015-11-03T03:09:06Z (GMT). No. of bitstreams: 1 335756.pdf: 1527881 bytes, checksum: 0f0e255fab0f2d3d25a76eed052aaa7f (MD5) Previous issue date: 2015
Abstract : Due to technological innovations and to globalization, the translation of movies, or more specifically, audiovisual translation, has become an ever more common type of translation. However, most of the studies in the area focus on the technicalities involved in the activity, not taking into account the linguistic aspects of translation (Díaz Cintas & Remael, 2007). For that reason, little is known about the challenges and limitations of subtitling, and this area is constantly a target of criticism on its so called ?quality? (Carvalho, 2007). Following a descriptive approach (Toury, 2012), this research aims at uncovering the translation strategies (as defined by Chesterman, 1997; Pedersen, 2005; and Costa, 2014) used by subtitlers while rendering certain language patterns, namely collocations, from American English into Brazilian Portuguese. It takes on the methodological apparatus of corpus-based studies as they enable the processing of large quantities of data quickly and automatically. The corpus is made up of three children?s animated movies (Ice Age, Shrek and Toy Story), the subtitles of which were inserted in COPA-TRAD (Fernandes & Silva, 2013) ? a translation parallel corpus ? and analyzed following Pedersen?s (2005) classification of translation strategies for cultural expressions in subtitles. It was found that, most of the time, subtitlers will attempt to maintain the cultural expression in the translation or, at least, maintain its meaning, despite facing difficulties when dealing with puns and wordplay. In this sense, it can be attested that subtitlers were overall creative and innovative, possibly because of the movie genre they were working on ? animation. These results also show the unfounded nature of the criticism usually aimed this type of audiovisual translation.
Graças aos avanços tecnológicos e à globalização, a tradução de filmes, ou mais especificamente, a tradução audiovisual, se tornou um tipo de tradução cada vez mais comum. No entanto, a maior parte das pesquisas feitas na área foca nas tecnicalidades envolvidas nessa atividade, sem levar em conta os aspectos linguísticos da tradução (Díaz Cintas e Remael, 2007). Por esse motivo, não se sabe muito sobre os desafios e as limitações da legendagem, e não raro esta área é alvo constante de críticas relacionadas à sua  qualidade (Carvalho, 2007). Seguindo uma abordagem descritivista (Toury, 1995), espera-se descobrir as estratégias de tradução (como definidas por Chesterman, 1997; Pedersen, 2005; e Costa, 2014) utilizadas por legendadores na tradução de determinados padrões linguísticos, ou colocações, do inglês americano para o português brasileiro. A metodologia aplicada é a dos estudos com base em corpus, já que estes permitem o processamento de grandes quantidades de dados de maneira rápida e automática. O corpus é composto por três filmes infantis de animação (A Era do Gelo, Shrek e Toy Story), cujas legendas foram inseridas no COPA-TRAD (Fernandes e Silva, 2013)  um corpus paralelo de tradução  e analisadas seguindo a classificação de estratégias de tradução de expressões culturais em legendas de Pedersen (2005). Descobriu-se que, na maioria das vezes, os legendadores tentam manter a expressão cultural na tradução ou, ao menos, manter seu significado, apesar de enfrentarem dificuldades ao lidarem com trocadilhos e jogos de palavras. Nesse sentido, pode-se afirmar que os legendadores foram em geral criativos e inovadores, possivelmente devido ao gênero dos filmes em que trabalharam  animação. Esses resultados mostram também a natureza infundada das críticas que são geralmente direcionadas a esse tipo de tradução audiovisual.
Chu, Eric S. M. Massachusetts Institute of Technology. "Feeling is believing : viewing movies through emotional arcs." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112910.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 121-126).
This thesis uses machine learning methods to construct emotional arcs in movies, calculate families of arcs, and demonstrate the ability for certain arcs to predict audience engagement. The system is applied to Hollywood films and high quality shorts found on the web. We begin by harnessing deep convolutional neural networks for audio and visual sentiment analysis. These models are trained on both new and existing large-scale datasets, after which they can be used to compute separate audio and visual emotional arcs for any video. We then crowd source annotations for 30-second video clips extracted from highs and lows in the arcs in order to assess the micro-level precision of the system. Precision is measured in terms of agreement in polarity between the system's predictions and annotators' ratings. The final model combining audio and visual features achieves a precision of 0.894. Next, we look at macro-level characterizations of movies by investigating whether there exist 'universal shapes' of emotional arcs. In particular, we develop a clustering approach to discover distinct classes of emotional arcs. Finally, we show on a sample corpus of short web videos that certain emotional arcs are statistically significant predictors of the number of comments a video receives. These results suggest that the emotional arcs learned by our approach successfully represent macroscopic aspects of a video story that drive audience engagement. Such machine understanding could be used to predict audience reactions to video stories, ultimately improving our ability as storytellers to communicate with each other.
by Eric Chu.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
Ryan, Cyril. "Black movie : five picture deal to make gun movies." Thesis, 1996. http://spectrum.library.concordia.ca/2626/1/MM18434.pdf.
Full textChen, Shenk-Kun, and 陳聖昆. "Influence of movie elements on consumer’s intention to watch movies." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/3wjk69.
Full text淡江大學
企業管理學系碩士在職專班
102
The primary objective of this study was to investigate the influence of movie elements on consumer’s intention to watch movies. The second objective was to evaluate the difference in movie elements among different types of movies. The third objective was to determine the difference in consumer’s intention to watch movies among consumer characteristics. The object of the study is the group of film-goers with the viewing experience. We preceded the questionnaires either by internet or by paper from Feb. 14, 2014 to March 30, 2014. , and distributed 254 questionnaires in total. The 134 questionnaires of which, accounting for 53%, were collected through internet while the remaining 120 were completed by paper.A total of 254 usable samples were retrieved and used for descriptive analysis, factor analysis, reliability analysis, construct validity, t test, analysis of variance (ANOVA), and regression analysis. The study investigated four film categories, with individual element affecting the film editing, which are epic costume film, horror suspense detective film, action war and science fiction film and social problem gangster film. The findings indicate that the movie-goers prefer to view the category of action war and science fiction film. Therefore, this category of film could be the main theme in film editing in the future to help promote the viewer’s will and, therefore, increase the amount of viewers. The results suggest that movie elements have significant impact on consumer’s intention to watch movies. In addition, the difference in movie elements exists among different types of movies. Finally, the findings indicate that the difference exist in consumer’s intention to watch movies among different consumer characteristics. The study also shows the following key results: 1. The elements of movies influence consumer’s intention to watch movies. 2. The categories of film are associated with the elements of movies. 3. The characteristics of film viewers influence their intention to watch movies.
Tseng, Chun-Ling, and 曾俊綾. "The emotional response and affective feeling of Moving/Touching movies." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/hc5n4q.
Full text國立交通大學
傳播研究所
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Why people cry when they feel good feeling? There is the power of the moving movie that people feel good feeling but crying. What is moving movie? People always say I feel moved/touched or the movie make me moved/touched. However, few studies discuss moving movie. Most of studies focus the question is “what makes people moved”, but few people defined what moving movie is. Furthermore, many study discussed sad movie, but the experimental stimulus they used make people feel moved. In this study, based on these sad movie, I defined the moving movie is the story about social realization and self-realization. Social realization is about altruism, social bonding and prosocial behaviors. Self-realization is about self-ideal, which is people face difficulties, and they still work hard for their purpose. Some researcher think happy ending of story let people transfer negative feelings to positive affects, so I also consider whether people feel different emotion in different endings. Moving movie makes people feel mixed emotion, then people appraisal the content. After the process of cognitive appraisal, people feel moved, enjoyment and appreciation. The experiment employed a mixed design that is two between factors 2(Social realization/Non-social realization) X2 (happy/sad ending), and repeated factor X (two trials). The study found the story about social realization makes people moved/touched. People’s enjoyment, appreciation and moved are no difference in happy or sad ending. There is not significant effect in mediate factor that is cognitive appraisal.
Wu, Yu-Li, and 吳玉麗. "This is Not a Romance Movie: Genre and Cultural Implications of Movies." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/jgmc3s.
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