Sökning: "interactive cinema"

Hittade 4 avhandlingar innehållade orden interactive cinema.

  1. 1. Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation

    Författare :Mikolaj Dymek; Mats Engwall; Claes Gustafsson; Alf Rehn; Saara Taalas; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; video game industry; computer game industry; video games; computer games; cultural industries; media industries; cultural economy; game studies; literary theory; ludology; narratology; interactive cinema; simulational media; ergodic literature; cybertext; interactive narrative; business studies; industrial economy; hardcore gaming; casual gaming; subcultural industries; Industrial engineering and economy; Industriell teknik och ekonomi;

    Sammanfattning : The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. LÄS MER

  2. 2. Chinatown Film Culture : The Appearance of Cinema in San Francisco’s Chinese Neighborhood, 1906-1915

    Författare :Kim Khavar Fahlstedt; Jan Olsson; Gregory Waller; Stockholms universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Film history; early cinema; local film history; Chinese-American history; transnational cinema; orientalism; urban studies; San Francisco; Chinatown; Sid Grauman; filmvetenskap; Cinema Studies;

    Sammanfattning : This study investigates film culture in San Francisco's Chinatown between the years 1906 and 1915. While Chinatowns have figured in several studies of representation in classical Hollywood cinema, it has rarely been approached as a place where film culture actually happened. LÄS MER

  3. 3. Participating in a Story: Exploring Audience Cognition

    Författare :Pierre Gander; Kognitionsvetenskap; []
    Nyckelord :HUMANIORA; HUMANITIES; memory; cognition; comprehension; Lingvistik; Psychology; Filosofi; Philosophy; computer games; interactive media; perspective; memory qualities; spatial cognition; fiction; narrative; cognitive science; linguistics; Psykologi; Applied and experimental psychology; Tillämpad och experimentell psykologi;

    Sammanfattning : Stories that the audience can influence (such as computer games and other interactive multimedia), in contrast to 'traditional' stories (such as books and cinema), present a challenge to fields which take narrative (story) as their study object. What is the difference between these two kinds of stories? Earlier theories have focused on differences in media, structure, or the audience's physical actions. LÄS MER

  4. 4. PROTOTYPING PLATEAU GEHRY_CONNECTIVES : Reading Frank Gehry’s experiments through Deleuze and Guattari

    Författare :Pawel Szychalski; Tillfälligt anställda; []
    Nyckelord :HUMANIORA; HUMANITIES; HUMANIORA; HUMANITIES; HUMANIORA; HUMANITIES; Gehry; Deleuze; architecture; philosophy; diagram; architectural design process; rhizome; painting; architectural design action; virtual;

    Sammanfattning : This thesis attempts to describe and interpret the design practice of an American architect, Frank O. Gehry through concepts developed by French philosopher Gilles Deleuze and his collaborator, French psychotherapist, philosopher and activist, Félix Guattari. LÄS MER