Academic literature on the topic 'Non-diegetic'

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Journal articles on the topic "Non-diegetic"

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Dykhoff, Klas. "Non-diegetic sound effects." New Soundtrack 2, no. 2 (2012): 169–79. http://dx.doi.org/10.3366/sound.2012.0037.

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Alam, Pandu Watu, Rangga Saptya Mohamad Permana, and Sri Seti Indriani. "Diegetic and nondiegetic sounds in film scoring of Pengabdi Setan film." ProTVF 7, no. 2 (2023): 165. http://dx.doi.org/10.24198/ptvf.v7i2.47281.

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Background: This research examines the 2017 film Pengabdi Setan scoring function. Joko Anwar wrote and directed the film Pengabdi Setan, released on September 28, 2017. This film is a remake of a 1980 film of the same name. In this film, the score is essential for visually confirming symbols or incomplete messages. There are two types of sound: diegetic sound and non-diegetic sound. Purpose: This research aims to determine how diegetic and non-diegetic sound were used to create a horror atmosphere in the film Pengabdi Setan. Methods: The authors described the audio analysis results in the form
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Ciric, Marija. "Narration and film music diegetic and non-diegetic music in film." Kultura, no. 134 (2012): 129–40. http://dx.doi.org/10.5937/kultura1234129c.

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Samuel, Kayode M., and Samuel A. Adejube. "What a sound! Diegetic and non-diegetic music in the films of Túndé Kèlání." EJOTMAS: Ekpoma Journal of Theatre and Media Arts 8, no. 1-2 (2022): 274–94. http://dx.doi.org/10.4314/ejotmas.v8i1-2.15.

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The agency of music to effectively convey ideas in movies and articulate visual-emotional experience of the audience during mise-en-scene has long been established. Existing studies have focused more on the elements that characterize film as a visual experience, than on the diegetic (foreground) and non-diegetic (background) music, especially along their aural aesthetic lines. This article, therefore, investigated the aesthetic connections between traditional and performative significations of music in selected movies of Túndé Kèlání, one of Nigeria’s foremost cinematographers. Using a qualita
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Tsybina, T. A. "The functions of film credits in the diegetic and non-diegetic space of a film." Pyatigorsk State University Bulletin, no. 1 (2021): 125–29. http://dx.doi.org/10.53531/25420747_2021_1_125.

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Have, Iben. "The ambiguous voices of Possum." Short Film Studies 6, no. 1 (2016): 49–52. http://dx.doi.org/10.1386/sfs.6.1.49_1.

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A categorization of the levels of the soundtrack will provide the foundation for analytical notions on how the soundtrack of Possum challenges the recipient by operating in a field between diegetic and non-diegetic, realistic and supernatural, and human and animal sounds.
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Halskov, Andreas. "‘I just had a dream about it’: Subjectivity, sensitivity and sonic impressionism in Avondale Dogs." Short Film Studies 9, no. 1 (2019): 39–42. http://dx.doi.org/10.1386/sfs.9.1.39_1.

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Using montage editing, close-ups and subjective sound, the award-winning short film Avondale Dogs (1994) tells the story of a young boy and his dying mother. The protagonist, Paul, is quiet and sensitive, and his inner turmoil is conveyed through conspicuous cuts and a vivid use of diegetic and non-diegetic sound.
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Coëgnarts, Maarten. "Embodying the Audiovisual Scene." Projections 17, no. 2 (2023): 62–85. http://dx.doi.org/10.3167/proj.2023.170204.

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Abstract This article provides an embodied cognitive account of sound in film. Treating sound and image as equal partners, we first develop a spatial model for film sound that is based on the inferential logic of the container image schema; an embodied schema which has been argued to play a pivotal role in human reasoning. Next, we use this model to distinguish between three kinds of dynamic sound patterns of containment in film: (1) sound vectors that cross the on-screen/off-screen border within diegetic space, (2) sound vectors that shift from one diegetic time and/or space into another, and
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Smith, Jennifer. "Voices, Combat, and Music." Journal of Sound and Music in Games 2, no. 2 (2021): 42–62. http://dx.doi.org/10.1525/jsmg.2021.2.2.42.

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Role-playing video games can highlight a sense of player identification with a pre-made player-character through the inclusion of the voice; this can include diegetic character dialogue, the non-diegetic sung voice, and voice-overs. Ensuring that the player can connect with their player-character on an individual level is key to forming a suspension of disbelief and immersion with a game. Final Fantasy XV emphasizes collaboration between the player, player-characters, and non-playable characters during combat, cutscenes, and exploration. This camaraderie effect actively engages the player with
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Solska, Dagmara. "Multitextuality in RPGs: a ludonarrative synergy model for video game text analysis." Homo Ludens, no. 1(16) (November 26, 2024): 163–80. http://dx.doi.org/10.14746/hl.2023.16.8.

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The article presents the textual potential of games and distinguishes between the types of texts in text-heavy video games. Text types are categorized according to the diegetic/non-diegetic situation vis-à-vis the game world and primary text function. It is assumed that role-playing games (RPGs) such as Divinity: Original Sin 2 (Larian Studios, 2017) encompass a greater volume of textual material. The proposed corpus analysis model is based on the concept of ludonarrative synergy, text and discourselinguistics, and methods of natural language processing (NLP) and computational linguistics. Two
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Dissertations / Theses on the topic "Non-diegetic"

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Elmhammar, Julia, and Amanda Berg. "Learning the ropes through environmental and indexical storytelling : Introducing basic mechanics as a part of the world." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21933.

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Abstrakt Diegetiska effekter, icke diegetiska effekter, indexical -och environmental storytelling i relation till tutorials, vad händer när man introducerar spelets mekaniker med hjälp av dessa?  Denna artikel undersöker hur andra spel har använt sig av ovan begrepp för att introducera mekaniker och spelvillkor. Vi kommer diskutera hur environmental -och indexical storytelling tillsammans med diegetiska och icke diegetiska visuella effekter kan påverka spelarens inlevelse och förståelse av de grundliga mekanikerna i ett spelutrymme. Till följd av ett analysarbete av designexempel undersöker vi
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Rapp, Marcus. "Diegetiskt kontra icke-diegetiskt narrativ : En undersökning i hur två olika berättartekniker påverkar en spelares uppfattning och inlevelse i ett datorspel-narrativ." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15444.

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I detta arbete har det undersökts huruvida ett narrativ som berättas endast genom dieges ger samma resultat som om berättelsen skulle förmedlas med hjälp av icke-dieges. Detta arbete fokuserade på den verbala berättartekninken och genom en undersökning där sex vana spelare av narrativa spel intervjuades. Undersökningen genomfördes genom semistrukturerade intervjuer där informanterna fick spela två artefakter, en diegetisk och en icke-diegetisk. Artefakterna var utformade att leverera narrativet genom tal och språk och skapades efter Walter Murch teori om kodat och inbäddat ljud. Utvärderingen
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Paredes-Olea, Mariana. "Procedural Realism in Computer Strategy Games." Master's thesis, 2009. http://hdl.handle.net/10048/690.

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Throughout the history of strategy games, the concept of realism has taken part of cultural discourses that claim such games reproduce dynamics of war. In this thesis, A. Galloways, I. Bogosts and C. Pierces work are used to construct the concept of procedural realism to support the thesis that strategy games build realist fiction based on the execution of game processes through the Heads Up Display interface. Discussion on the visibility of rules will draw attention to the extra-diegetic dimensions of games, to explore how these devices promote ideological approaches to the real. The form of
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Bazika, Tomáš. "Formanův Amadeus a role hudby ve filmové naraci." Master's thesis, 2020. http://www.nusl.cz/ntk/nusl-435223.

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Forman's Amadeus and the Role of Music in Film Narrative Vedoucí diplomové práce (supervisor): Zpracoval (author): Mgr. Tereza Havelková, Ph.D. Tomáš Bazika studijní obor (program): Praha, July 2020 Obecná teorie a dějiny umění a kultury Abstract The subject of this thesis is a study of the ways of using the music of Wolfgang Amadeus Mozart in Miloš Forman's motion picture Amadeus. In my thesis, I focus on how Amadeus employs pre-existing classical compositions to create a new, largely fictional narrative based on the life and music of Mozart. I argue that instead of applying pre-existing piec
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Books on the topic "Non-diegetic"

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Tulloch, John, and Belinda Middleweek. Brutal Intimacy. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190244606.003.0007.

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Chapter 5 begins with risk sociology’s understanding of intimacy as “a dogmatism for two” to explore an interdisciplinary mix of theory, including Tim Palmer’s analysis of the cinema of “brutal intimacy”; Tanya Modleski’s recognition of a current horror genre inflection of new desires for unleashing sexuality, violence, and control; Kelley Conway’s recognition of an authorship of considerable diversity in the context of films made by women about female sexuality in French culture; Raymond Williams’s concept of historical “structures of feeling”; Beck and Beck-Gernsheim’s “normal chaos of love”
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Walker, Elsie. Funny Games. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190495909.003.0004.

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Having established the dominant sonic patterns of Haneke’s cinema in relation to The Seventh Continent, this chapter combines an auteur-centered approach with genre studies. More specifically, it analyzes how Funny Games disobeys sonic rules of mainstream thrillers, including: a comparative lack of non-diegetic music, few stingers to punctuate shocking moments, and an absence of sexualized sounds when the female victim resists her killer. The defamiliarizing experience of Funny Games confronts us with what it means to view violence as entertainment, especially through its uncomfortable extreme
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Richardson, John. Between Speech, Music, and Sound. Edited by Yael Kaduri. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199841547.013.47.

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This chapter discusses the growing tendency toward aestheticization of the spoken voice in cinema. It provides a taxonomy of different means of speech aestheticization, including poetic speech; accelerated and decelerated speech; wordy or dialogue-heavy soundtracks; heightened voice and dialogue in literary adaptations; fetishization of the voice; technologically manipulated speech; aesthetically marked speech resulting from distinct physical or psychological attributes; comic timing as musicality in speech; and interaction of voices with environmental sounds or aestheticized non-diegetic soun
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Walker, Elsie. The Piano Teacher. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190495909.003.0006.

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This chapter focuses on The Piano Teacher as a complex, intertextual adaptation that draws from numerous sources, both directly and indirectly. The film clearly parallels and amplifies the sonic descriptions of an original novel by Elfriede Jelineke. We examine how The Piano Teacher also ironically engages with the sonic strategies of Classical Hollywood melodramas and musician-based dramas, and as it recontextualizes revered classical music in relation to the disturbing sadomasochistic desires of its female protagonist, Erika. The songs from Schubert’s Winterreise most closely match Erika’s c
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Book chapters on the topic "Non-diegetic"

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Wissner, Reba. "Non-diegetic Music." In David Lynch. Routledge, 2024. http://dx.doi.org/10.4324/9781003265450-4.

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Köhle, Kay, Matthias Hoppe, Albrecht Schmidt, and Ville Mäkelä. "Diegetic and Non-diegetic Health Interfaces in VR Shooter Games." In Human-Computer Interaction – INTERACT 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85613-7_1.

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Hettich, Katja. "Can You Hear the Love Tonight? Creating Cinematic Romance with Diegetic Songs." In When Music Takes Over in Film. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-030-89155-8_11.

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AbstractThis chapter argues that ‘romance’ as a film genre is best conceived of as an affective experience provided not only by narrative but also by stylistic means. Against this background, it explores a particular type of musical moment in non-musical films: scenes that portray, reflect and shape conceptions of romantic love and create various forms of cinematic romance through the diegetic use of popular songs. Drawing from research on the physical and psychological effects of listening to music, the chapter points out in which aspects songs are placed in a special relationship with romanc
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Anne Brown, Sarah, Cheryl Resch, Vanessa Han, Srividya Vaishnavi Surampudi, Pratyusha Karanam, and Sharon Lynn Chu. "Capturing User Emotions in Interactive Stories: Comparing a Diegetic and a Non-diegetic Approach to Self-reporting Emotion." In Interactive Storytelling. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62516-0_21.

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Hexel, Vasco. "Use or Adaptation of a Pre-Existing Popular Song (Non-Diegetic)." In 50 Movie Music Moments. Routledge, 2023. http://dx.doi.org/10.4324/9781003280897-5.

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Natzén, Christopher. "The Use of Non-Diegetic Music in Early Swedish Talkies 1930–31." In The Routledge Companion to Global Film Music in the Early Sound Era. Routledge, 2023. http://dx.doi.org/10.4324/9780429504471-5.

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Powrie, Phil. "The Acoustic Wound: Reflections on the Crystal-Song in Five American Films." In When Music Takes Over in Film. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-030-89155-8_3.

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AbstractThis chapter develops the concept of the ‘crystal-song’ which crystallises turning points in a film. It does not illustrate or echo what we see; rather, it articulates a privileged musical moment of intense affect, ‘wounding’ the image/music nexus as does Barthes’s punctum for the photograph. The crystal-song is the piece that stands out from the others by a combination of intensity and critical insistence. The chapter explores such moments in five recent US films. The first is the diegetically performed song that gives its title to the film in American Honey (2016) and Beautiful Boy (
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Lameris, Bregt. "6. Coloured Light, Vibrations, Temperature, and Mood." In Feeling Colour. Open Book Publishers, 2025. https://doi.org/10.11647/obp.0380.08.

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Chapter Six delves into the use of coloured light in films during the 1950s and 1960s, which was strongly connected to the discourses discussed in Chapter Five. Coloured light was also believed to make the human body and its molecules vibrate. It was believed to have healing powers and influence moods. Deviant and non-diegetic uses of coloured light were also used to increase ‘ostranenie’ or atmospheres of strangeness. This practice is traced back to Nouvelle Vague films, that experimented with the effect of Verfremdung, but also in horror films such as the then very popular Giallo films with
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Bridgett, Rob. "Diegetic, non-diegetic and trans-diegetic musical spaces." In Leading with Sound. Focal Press, 2021. http://dx.doi.org/10.4324/9781003082521-24.

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"non-diegetic, adj." In Oxford English Dictionary, 3rd ed. Oxford University Press, 2023. http://dx.doi.org/10.1093/oed/1128386013.

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Conference papers on the topic "Non-diegetic"

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Bangash, Ghazal, Pranav Shaji, and Loutfouz Zaman. "HoloPaws: Run - Diegetic and Non-Diegetic User Interfaces for Mixed Reality Fitness Gaming." In CHI EA '25: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems. ACM, 2025. https://doi.org/10.1145/3706599.3720061.

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Pfister, Linda, and Sabiha Ghellal. "Exploring the influence of non-diegetic and diegetic elements on the immersion of 2D games." In OzCHI '18: 30th Australian Computer-Human Interaction Conference. ACM, 2018. http://dx.doi.org/10.1145/3292147.3292190.

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Dang, Hai, Sven Goller, Florian Lehmann, and Daniel Buschek. "Choice Over Control: How Users Write with Large Language Models using Diegetic and Non-Diegetic Prompting." In CHI '23: CHI Conference on Human Factors in Computing Systems. ACM, 2023. http://dx.doi.org/10.1145/3544548.3580969.

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Elliani, Charista, and Jack A. Simanjuntak. "Analysis Application of Non-diegetic Sound on Animation Movie “Battle of Surabaya” to Human Perception." In 1st International Conference on Interdisciplinary Arts and Humanities. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0008546701230127.

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