Dissertations / Theses on the topic 'Audiovisual Interaction'
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Albornoz, Arbieto Claudia Samanta. "La interrelación de youtubers peruanos con sus seguidores en Youtube: Caso del vlogger Kenrovlogs." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653159.
Full textThis paper analyzes the youtuber and influencer Kenrovlogs in order to explain the interactions with his followers on YouTube and Instagram. The narrative characteristics of his videos that act as a trigger for interactions with his fans will be described, the forms of digital interaction that arise between him and his followers from the publication of these vlogs will be explained and the profile of the Peruvian users who consume his vlogs will be identified. The research follows a qualitative design, a semi-structured interview technique will be used with Kenrovlogs, asking open-ended questions about his channel, his vlogs, his character and the interaction he has with his followers. Also a content analysis of the vlogs of the mentioned youtuber will be carried out, establishing categories by theme, such as "family", "friends" and "k-pop". The content has been selected based on the number of views, reviewing the 5 most viewed videos on each theme, in total 15 videos will be analyzed. Finally, a focus group technique applied to fans will be used, selected for their high level of interaction with the youtuber and their participation in the fan club.
Trabajo de investigación
Chen, Yuxiao. "Multimodal Perception of Auditoria: Influence of Auditory and Visual Factors on Preference." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/29773.
Full textLuz, Inez Pereira da. "O cinema audiovisual: um formato configurado na interação teatro/cinema e TV." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/4887.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
The culture of the audiovisual has since 1980 been expanding as a circulating space for a set of old and new creative expressions. This movement promotes significant changes in the practices within the systems of signs and means, originating new formats whose compositions unveil the convergence of languages, regardless of the means which originate them and where they are inserted in. We start out from the hypothesis that the current Brazilian cinema is part of the audiovisual culture dynamics as a productive sphere where the hybridity of techniques and languages is predominant and, as a whole, the movement of feature films is not restricted to movie theater rooms, but rather flows through the space as a net, along with other audiovisual formats. The corpus of the research is formed by a few films made in Brazil between 1994/2004, resulting from the interaction cinema/TV and theater, and our objective was to survey the updating process of those expressions in their language compositions. Our method of analysis originates from the interlacing of the theories of I. Lotman (1996-1969), Jacques Aumont (2003, 2004), Noel Burch (1969), Gilles Deleuze (1990), M. McLuhan (1911-1980) and Umberto Eco (1987). Some of them point to languages as productions that are born from dialectical languages between the technical development and the cultural universe that shelters them, promoting the advances and ruptures of the systems of signs, from the aesthetics perspective and the knowledge production. Our research starts with some films shot by modern moviemakers, Orson Welles and Jean-Luc Godard, where we identify a thinking and a method on language interaction. We see how present they are in some contemporary formats created for the circulation in the TV medium. In the composition assessment of the film language of our corpus, we saw that they recreate the uniqueness of the systems of signs that originate them, mingling visual and audio references while the word is treated as a body where multiple expressions of literature, TV, comics, theater and songs are embedded. When making their sets visible, the films convey the creative process and one of the contemporary culture and thought perceptions, a writing that expands the dialogic thinking of cultural practices. The audiovisual formats configured by TV/cinema media to circulate in the network spaces bring in the pragmatic expression of the language, evidencing its extreme importance for the contemporary culture
A cultura do audiovisual desde 1980, tem se ampliado como espaço de circulação de um conjunto de expressões criativas antigas e novas. Esse movimento promove mudanças significativas nas práticas dentro dos sistemas de signos e meios, originando alguns formatos cujas composições revelam a convergência das linguagens, independente dos meios nos quais elas se originaram e estão inseridas. Partimos da hipótese de que o cinema brasileiro contemporâneo faz parte da dinâmica da cultura do audiovisual como uma esfera produtiva onde a hibridez de técnicas e linguagens é predominante, e no geral, o movimento dos filmes não se reduz às salas de cinema, mas passa pelo espaço em rede, junto com outros formatos audiovisuais. O corpus da pesquisa é constituído por alguns filmes produzidos no Brasil entre 1994/2004, resultados da interação cinema/TV e teatro e o nosso objetivo foi investigar o processo de atualização dessas expressões em suas composições de linguagens. O nosso método de análise tem origem no entrelaçamento de teorias de I. Lotman (1996-1969), Jacques Aumont (2003, 2004) Noel Burch (1969) Gilles Deleuze (1990), M. McLuhan (1980:220) e Umberto Eco (1987). Algumas delas apontam para as linguagens como produções que nascem das relações dialéticas entre o desenvolvimento técnico e o universo cultural que as abriga, promovendo os avanços e rupturas dos sistemas de signos, do ponto de vista estético e de produção de conhecimento. Nossa investigação tem início com alguns filmes dos cineastas modernos, Orson Welles e Jean-Luc Godard, onde localizamos um pensamento e um método sobre a interação de linguagens. Vimos como eles se encontram presentes em alguns formatos contemporâneos criados para circulação no médium TV. Na análise da composição das linguagens dos filmes do nosso corpus, vimos que elas recriam as singularidades dos sistemas de signos que lhes deram origem, misturam referências visuais e de áudio, e a palavra é tratada como um corpo onde se encontram embutidas várias expressões: literatura, TV, história em quadrinhos, teatro e canção. Ao fazer visível o conjunto delas, os filmes comunicam o processo criativo e uma das percepções e pensamento da cultura contemporânea, uma escritura que amplia o pensar dialógico das práticas culturais. Os formatos audiovisuais, configurados pelas mídias TV/cinema para circular nos espaços das redes, trazem a dimensão pragmática da linguagem, evidenciando a sua extrema relevância na cultura contempo
Pedroso, Rafael Guimarães [UNESP]. "Interação com objetos digitais 3D em estúdios virtuais." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/137808.
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O estúdio virtual é um sistema para a criação de cenas com objetos virtuais integrados digitalmente – e em tempo real – a imagens capturadas em estúdio. Seu emprego flexibiliza a produção audiovisual, permitindo a utilização de objetos e efeitos difíceis de serem recriados fisicamente. Diferente da forma clássica de produção, em que os efeitos são inseridos somente na pós-produção, o estúdio virtual insere o conteúdo digital na fase on set, facilitando direção e fotografia. Considerando este contexto, o objeto deste trabalho é a interação de atores com objetos virtuais utilizando técnicas de Realidade Aumentada em estúdios virtuais. O objetivo principal deste trabalho consiste na verificação da interação de atores com elementos virtuais 3D sob dois aspectos: o primeiro trata da aplicação de técnicas baseadas em interfaces tangíveis associadas ao uso de marcadores fiduciais; e o segundo foca-se na utilização da interação via gestos por meio de dispositivo de detecção de profundidade (Kinect). Para a comprovação do segundo aspecto procedeu-se na implementação, na forma de um protótipo, de um Módulo de Interação para o ambiente do ARSTUDIO, um ambiente de estúdio virtual que está em desenvolvimento na Unesp/Bauru, o qual permite a geração de cenas com Realidade Aumentada e associação de objetos virtuais por meio de marcadores fiduciais.
The virtual studio is a system for creating scenes with digitally integrated virtual objects - in real time - to images captured in the studio. Its use eases the audiovisual production, allowing the use of difficult physically rebuilt objects and effects. Unlike the classic production process, in which inserted effects just in post-production, the virtual studio inserts the digital content in the on set phase, facilitating direction and photography. Considering this context, the object of this research is the interaction of actors with virtual objects using Augmented Reality techniques in virtual studios. The main goal is to verify interaction between actors and 3D elements under two aspects: the first is about the application of based tangible interfaces and markers techniques; and the second is about gesture interaction by depth camera device (Kinect). To prove the second aspect it was made the implementation, in prototype, of a Interaction Module for the ARSTUDIO, a virtual studio environment under development in Unesp/Bauru, that allows generating of Augmented Reality scenes and association of virtual objects with markers.
Lins, Guilherme Ranoya Seixas. "A intuitividade nas mídias interativas." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-22082013-083632/.
Full textThis thesis contribuites to the knowledge about interactive media finding the mechanics of intuitivity. The research, for this purpose, aimed to unveil what is intuitivity as an elemental part of the interactive media. Guiding it\'s development or granting benefits of use, intuitivity is always selected as criteria to determine if an interactive media (websites, kiosks, videogames, software, digital services, gadgets, etc.) is good or bad, but, very little is know about it\'s own nature, to help the development of these products, or even to question it\'s use relationship.
Gifreu, Castells Arnau. "El Documental interactiu com a nou gènere audiovisual : estudi de l'aparició del nou gènere, aproximació a la seva definició i proposta de taxonomia i d'un model d'anàlisi a efectes d'avaluació, disseny i producció." Doctoral thesis, Universitat Pompeu Fabra, 2013. http://hdl.handle.net/10803/119606.
Full textThe objective of this doctoral thesis is to show and demonstrate what an interactive documentary consists of. In recent years this interactive medium has been proposed to be a new audiovisual genre with its own specific characteristics. This research discusses how interactive digital media have affected the logics of audiovisual production, exhibition and reception of the traditional documentary genre. In recent years, these new dynamics have transformed the communication processes and the nature of the different actors involved, giving rise to a new genre called “interactive documentary”. From a sample of significant cases we have developed an original conceptual framework with the aim of characterizing the interactive documentary as a specific audiovisual genre, while differentiating it from the conventional forms of documentary and interactive non-fiction. The first part of the study establishes the precedents and the context in which the interactive audiovisual environment is developed. Based on a general overview of the documentary genre and interactive digital media, we describe the main context in which this format is created, the Web, as well as the types of products that it includes, interactive applications. In this section we also introduce the main interactive non-fiction genres, characterizing them and differentiating them among each other and among audiovisual non-fiction genres. The second part discusses and justifies the reasons why we can consider the interactive documentary as a new audiovisual genre with its own specific characteristics. To place it in an appropriate context, we situate and describe the emergence, consolidation and diversification of this new genre, based on which we formulate an original definition, carry out an extensive characterization and propose a taxonomy. We also focus on the transformation of the production and dissemination processes according to the new logics and current dynamics. In order to establish and define the conceptual framework specifically and precisely we have developed a categorization model for analyzing the new genre, which is also useful for creating and producing this type of documentary. In addition, we evaluate the state-of-the-art of the interactive documentary in relation to the topics discussed, the access platform and the user's experience. The conclusions chapter summarizes the main original contributions of the research, affirming the relevance of identifying the interactive documentary as a new and promising audiovisual genre.
Guimarães, Gustavo Côrtes. "TV na internet e internet que é TV narrativas, contextos e o caso NerdOffice." Niterói, 2017. https://app.uff.br/riuff/handle/1/3825.
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Essa pesquisa objetiva compreender as características das produções audiovisuais criadas e disponibilizadas em plataformas digitais, particularmente as narrativas denominadas por WEB TV. Para tanto, realizamos um mapeamento dos canais classificados com essa terminologia na plataforma de vídeo YouTube, em uma espécie de cartografia, seguida de análise descritiva, na intenção de verificar as principais permanências e/ou rupturas da linguagem realizada nesses programas. Além disso, o trabalho se propôs a levantar questões e discorrer sobre a presença e o papel de serviços de vídeo sob demanda, que se assemelham ao YouTube, como a produtora e distribuidora Netflix, na produção audiovisual online, apresentando uma pesquisa empírica, também por meio de análise descritiva, a partir do recorte NerdOffice, programa totalmente produzido para a Internet e encontrado na cartografia supracitada como um dos mais visualizados da web
This paper aims to understand the intrinsic characteristics of narratives of audiovisual productions created for and broadcasted through digital media, particularly those made for WebTVs. In order to achieve that, there is an observation on WebTV channels that we found on YouTube, that we present in this work as cartography of channels, following a descriptive analysis that intents to verify what keeps changes and what does not change in these shows’ language. Besides, also is presented some discussion about services such as Netflix and other important services of video on demand online that work with a monthly fee, presented in an empirical research and the paper also introduces an descritive analysis on a WebTV program called “NerdOffice”, that is produced by a website named “Jovem Nerd” and weekly available on YouTube
Nguyen, Andy. "Sensing Sound And Space:Auditory And Visual Spatial ImpressionIn Three Auditoria." University of Sydney. Architecture, Design Science and Planning, 2005. http://hdl.handle.net/2123/697.
Full textAbel, Andrew. "Towards an intelligent fuzzy based multimodal two stage speech enhancement system." Thesis, University of Stirling, 2013. http://hdl.handle.net/1893/15989.
Full textNguyen, Andy. "Sensing Sound And Space:Auditory And Visual Spatial ImpressionIn Three Auditoria." Thesis, The University of Sydney, 2005. http://hdl.handle.net/2123/697.
Full textBecerra, Barreto Isabella. "El lenguaje audiovisual aplicado en la realidad virtual." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653158.
Full textThe following research is based on the fact that there are not many cases or research about audiovisual language on virtual reality in Peru. It is considered necessary to know about this technology since they have a great contribution to the audiovisual language, they can even create a new one. For this investigation, the methodology to be used will be with the interpretive paradigm and a methodological strategy with a qualitative approach based on case studies. The delimitation of the work is based on an analysis unit with two virtuality videos on the website “RSA Consequences VR Movie 1” (2018) and “Rebuilt from memories - The VR experience” (2020). For data collection, it will be used interviews, focus groups, and content analysis techniques.
Trabajo de investigación
Blomberg, Rina. "CORTICAL PHASE SYNCHRONISATION MEDIATES NATURAL FACE-SPEECH PERCEPTION." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122825.
Full textSantorcuato, Tapia José Luis. "Transitos, Obra Audiovisual, Interactiva Online y Offline." Tesis, Universidad de Chile, 2008. http://www.repositorio.uchile.cl/handle/2250/101196.
Full textSulca, Jaime Diego José María. "Blackmagic Cinema Camera: participación y presencia en la industria audiovisual peruana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653166.
Full textBlackmagic Design is known among other cinema camera companies for offering cinema quality equipment for a lower price than ARRI and RED. The different models have been the favorite choice among independent filmmakers and audiovisual students as a first camera capable of creating content in standard cinema quality. With the dominance of DSLR cameras for their flexibility in image and video, the research analyzes the differences and benefits that both offer in terms of image quality and format collecting the opinion of both audiovisual professionals such direction of photography and video editing as much as students. The whole research is made from the peruvian industry collecting audiovisual material made by both camera types and experiences of professionals that tested Blackmagic Design cameras by the fact that they are equally accessible for buying or rent. The research will help students to have information about cinema cameras and experiences to make better choices of which equipment is ideal for the project they want to shoot.
Trabajo de investigación
Ackefjord, Sandra, and Young-Jae Peder Tuvesson. "Urban Sounds : Interactive feel of urbanization." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18670.
Full textAtt använda sig av animering och ljud som medier för att förmedla en känsla av förändring, är en viktig aspekt när vi har valde att fokusera på urbanisering. Det är en möjlighet som ger deltagarna att diskutera hur påverkbar vi är av de ljud vi hör vår omgivning. Detta kandidatarbete syftar till att påvisa och uppmärksamma om urbaniseringens påverkan på människor och dess välmående. För att uppnå ett resultat utförde vi en audiovisuell interaktiv installation som ska gestalta förändringarna som har skett under en period på 100 år, från tidigt 1900-tal in på 2000-talet. Faktorer som urbanisering, mental hälsa, ljud och bild kommer behandlas djupgående på vilket sätt de påverkar människors välmående i urbana miljöer. Det gav oss kunskap till att förstå det historiska värdet av att använda oss av ljud och bild för att kunna förmedla vårt budskap, när vi har samarbetat med Blekingearkivet. Vi valde att utgå från Nina Hällgrens teorier om hur vi kan skapa auditiva hållbara stadsmiljöer för att förstå hur påverkbara vi är av buller. Yvonne Eriksson och Anette Göthlund gav oss verktyg för att uppskatta fotografiets betydelse i det visuella uttrycket. I undersökningen har vi använt oss av metoder och tekniker speciellt anpassade stöd för att genomföra och fullfölja den designprocess som har gjorts.
Sanz, Kirbis David. "Aplicación de las técnicas de visión artificial como herramientas de expresión audiovisual en el campo del cine interactivo." Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/36531.
Full textSanz Kirbis, D. (2014). Aplicación de las técnicas de visión artificial como herramientas de expresión audiovisual en el campo del cine interactivo [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/36531
TESIS
Silvia, Kantor Palant. "Gestión De La Producción Audiovisual E Interactiva-AV12-201302." Universidad Peruana de Ciencias Aplicadas (UPC), 2013. http://hdl.handle.net/10757/631757.
Full textMercedes, Velez Aguirre Judith, and Kantor Palant Silvia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201401." Universidad Peruana de Ciencias Aplicadas (UPC), 2014. http://hdl.handle.net/10757/631758.
Full textMercedes, Velez Aguirre Judith, and Kantor Palant Silvia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201402." Universidad Peruana de Ciencias Aplicadas (UPC), 2014. http://hdl.handle.net/10757/631759.
Full textMercedes, Velez Aguirre Judith, and Kantor Palant Silvia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201501." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/631760.
Full textMercedes, Velez Aguirre Judith, and Kantor Palant Silvia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201502." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/631761.
Full textSilvia, Kantor Palant. "Gestión De La Producción Audiovisual E Interactiva-AV12-201600." Universidad Peruana de Ciencias Aplicadas (UPC), 2015. http://hdl.handle.net/10757/631762.
Full textMercedes, Velez Aguirre Judith, Kantor Palant Silvia, Herrera Bellido Mariana, and Adaniya Higa Juan Antonio. "Gestión De La Producción Audiovisual E Interactiva-AV12-201601." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631763.
Full textMercedes, Velez Aguirre Judith, and Adaniya Higa Juan Antonio. "Gestión De La Producción Audiovisual E Interactiva-AV12-201602." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631764.
Full textMercedes, Velez Aguirre Judith, Adaniya Higa Juan Antonio, and Vasquez Rodriguez Ina Emilia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201701." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631765.
Full textMercedes, Velez Aguirre Judith, and Adaniya Higa Juan Antonio. "Gestión De La Producción Audiovisual E Interactiva-AV12-201702." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631767.
Full textMercedes, Velez Aguirre Judith, Sayan Casquino Yasmin Magna, Adaniya Higa Juan Antonio, and Vasquez Rodriguez Ina Emilia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201801." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631768.
Full textMercedes, Velez Aguirre Judith, Sayan Casquino Yasmin Magna, and Adaniya Higa Juan Antonio. "Gestión De La Producción Audiovisual E Interactiva-AV12-201802." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631769.
Full textMercedes, Velez Aguirre Judith, Sayan Casquino Yasmin Magna, Adaniya Higa Juan Antonio, and Vasquez Rodriguez Ina Emilia. "Gestión De La Producción Audiovisual E Interactiva-AV12-201901." Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/631770.
Full textAngel, Miyahira Moromisato Miguel, and Camacho Carhuaz Leonardo Carlos. "Proyectos Audiovisuales E Interactivos-AV43-201601." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631924.
Full textAugusto, Del Aguila Alegria Raul, and Camacho Carhuaz Leonardo Carlos. "Proyectos Audiovisuales E Interactivos-AV43-201602." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631925.
Full textCarlos, Camacho Carhuaz Leonardo. "Proyectos Audiovisuales E Interactivos-AV43-201700." Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/631926.
Full textAugusto, Del Aguila Alegria Raul, and Camacho Carhuaz Leonardo Carlos. "Proyectos Audiovisuales E Interactivos-AV43-201701." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631927.
Full textAugusto, Del Aguila Alegria Raul, Camacho Carhuaz Leonardo Carlos, and Herrera Chiquillan Eleazar. "Proyectos Audiovisuales E Interactivos-AV43-201702." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631928.
Full textCarlos, Camacho Carhuaz Leonardo. "Proyectos Audiovisuales E Interactivos-AV43-201800." Universidad Peruana de Ciencias Aplicadas (UPC), 2017. http://hdl.handle.net/10757/631929.
Full textAugusto, Del Aguila Alegria Raul, Camacho Carhuaz Leonardo Carlos, Herrera Chiquillan Eleazar, and Ribera Torro Esteve. "Proyectos Audiovisuales E Interactivos-AV43-201801." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631930.
Full textAugusto, Del Aguila Alegria Raul, Camacho Carhuaz Leonardo Carlos, Herrera Chiquillan Eleazar, and Ribera Torro Esteve. "Proyectos Audiovisuales E Interactivos-AV43-201802." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631931.
Full textCarlos, Camacho Carhuaz Leonardo. "Proyectos Audiovisuales E Interactivos-AV43-201900." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/631934.
Full textAugusto, Del Aguila Alegria Raul, Camacho Carhuaz Leonardo Carlos, and Herrera Chiquillan Eleazar. "Proyectos Audiovisuales E Interactivos-AV43-201901." Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/631935.
Full textVillanueva, Rebaza Kelly Sofía. "Del formato cinematográfico al televisivo: El caso del arquetipo del héroe postclásico en las películas de terror y suspenso." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653185.
Full textThis research work consists of the analysis of the postclassic hero archetype in horror/ thriller movies and series for the creation of an adaptation. The aim is to describe the characteristics of this character archetype in plots of the horror/thriller genre. Likewise, expose which are the variables that each format has: film and television in order to carry out an adaptation. The research is based on qualitative methodology, because it seeks to understand and expose the processes involved in creating adaptations from one format to another. In addition, the techniques used are those of case analysis, since being an audiovisual approach, it will focus on analyzing the visual and sound codes that have been used in this type of adaptation.
Trabajo de investigación
Santorcuato, Tapia José Luis. "Transita2, obra audiovisual, instalación interactiva on line y off line." Tesis, Universidad de Chile, 2010. http://www.repositorio.uchile.cl/handle/2250/101247.
Full textConocimiento, Dirección de Gestión del. "Plantilla para elaborar Tesis de Comunicación Audiovisual y Medios Interactivos." Universidad Peruana de Ciencias Aplicadas, 2021. http://hdl.handle.net/10757/654390.
Full textPickmans, León Jorge Tulio. "El Desarrollo de los videojuegos limeños y sus avances en la última década. Casos: Bamtang Games y Leap Game Studios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653214.
Full textThe present university work written by Jorge Tulio Pickmans León, as a student of the Communication faculty in the specialty of Audiovisual and Interactive Media, of the “Universidad Peruana de Ciencias Aplicadas” (Peruvian University of Applied Sciences), aims to be an investigation project having as a main topic the development of video games in Peru, precisely from Lima City, and how they are seen in an international environment. Plus, to analyze the development factors that are improving or delaying this young industry. In order to do this, the market and the target audience will be investigated through a mixes research study. And with that, analyze the main companies in the work field: Bamtang Games and Leap Game Studios, and their contributions in the market.
Trabajo de investigación
Marin, Carrillo Alba. "L'evolution du documentaire audiovisuel. Des formats interactifs aux expériences immersives." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAL018.
Full textThe conception of the documentary has changed, as well as the possibilities of creating fiction narratives and the forms associated with the techniques. In this context, we are interested in documentary practice and the influence of tools and devices such as virtual reality and augmented reality, the use of mobile applications and the development of web works on the web.We defend the thesis that technology influences the forms of representation of the documentary and has led to the evolution of narrative forms that must be rethought in their context of creation. This means that research on non-fiction productions based on the digital medium needs an open and interdisciplinary framework that can encompass its complexity.Thanks to the international character that the co-tutelage agreement contributes to this work, visual methods are inserted in in a research within the framework of visual studies. All this shapes the epistemological approach of this work.We have opted for a visual methodology with the objective of analyzing the contribution of digital technologies to the communicative qualities of the documentary and of knowing the evolution of the forms of representation. We rely on three case studies in which we apply our own method. It is a composite method in which we include the creation of an interactive audiovisual piece. All this is complemented finally with the analysis of a sample of selected documentaries.The results of the work tell us how the evolution of the documentary, in parallel with the advancement of technology, puts the viewer at the center of the story. The documentary becomes a multisensory experience created for an individual consumption in which the user acquires a central role
Oliveira, Bruno Jareta de. "Comunicação e sentido no audiovisual interativo para os meios digitais : estratégias enunciativas na construção de espaços, tempos e atores do discurso /." Bauru, 2020. http://hdl.handle.net/11449/192625.
Full textResumo: A linguagem audiovisual sofre um constante amadurecimento fruto de inovações tecnológicas que oferecem aos sujeitos da enunciação novas formas de organizar, produzir e consumir os conteúdos. Em diferentes gêneros, formatos e finalidades de comunicação, produtos conhecidos como filmes interativos, jogos eletrônicos, realidade virtual e aumentada, e filmes estruturados em inteligência artificial, por exemplo, forjam novos contratos enunciativos e, na recorrência de experimentações, tensionam o audiovisual enquanto forma expressiva. A semiótica discursiva fundamenta o percurso metodológico adotado na tese, que examina as estruturas de linguagem e suas articulações visando a construção discursiva regida por essa práxis enunciativa. Entendida como efeito de sentido, a interatividade é resultado de um processo, designado como agência, no qual o destinatário pode inserir informações em um sistema programado a atualizar os componentes do enunciado a partir de tal intervenção. Alicerçado nos conceitos de paradigma e sintagma, correspondentes à noção hjelmsleviana de esquema e uso, que organizam as linguagens, constatou-se que o sintagma do audiovisual interativo corresponde a um esquema do qual o enunciador faz uso para dispor um conjunto de situações de agência, que, pela mediação expressiva de uma interface em um dispositivo digital, é atualizada em uma das virtualidades pelo enunciatário, que ocupa o discurso fazendo um novo uso deste inicial, que, para ele, adquire uma condição de... (Resumo completo, clicar acesso eletrônico abaixo)
Doutor
Rojas, Cisneros Katherine Xiomara. "Elementos interactivos y audiovisuales como herramientas de aprendizaje para comunicadores audiovisuales en la plataforma educativa crehana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/656232.
Full textThe present research studies learning through the audiovisual and interactive material of the virtual learning platform "Crehana", an educational community aimed at professionals and stakeholders in the creative industry formed in 2015, with the aim of analysing its pedagogical role in achieving different learning objectives in the audiovisual branch from the perspective of the VAK model (Visual, Auditory, Kinesthetic). The latter is considered important due to its pedagogical approach, the presentation of three types of learning (visual, auditory and kinesthetic) and the alternatives that it presents so that these are resolved within a digital communication process. The aim of this article is to evaluate the effectiveness of audiovisual and interactive tools through their analysis from a pedagogical and audiovisual perspective. To this end, a qualitative study was proposed through matrices of audiovisual and pedagogical analysis, surveys and interviews, provided by audiovisual developers, advertisers and users of the Crehana website, where audiovisual and interactive tools could be found to be effective methods for transmitting knowledge or training skills. The importance of this research lies in the need to disseminate the new digital learning platforms and the audiovisual and interactive media as educational formats necessary to energize and attract new generations of students.
Trabajo de investigación
Conocimiento, Dirección de Gestión del. "Plantilla para elaborar Trabajo de investigación de Comunicación Audiovisual y Medios Interactivos." Universidad Peruana de Ciencias Aplicadas, 2021. http://hdl.handle.net/10757/654391.
Full textReis, Liliana Ayae Hasegawa Matos. "Conteúdo audiovisual informativo para seniores no contexto de iTV." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/22540.
Full textNo contexto das alterações demográficas que se fazem sentir em Portugal com o crescente envelhecimento populacional, é essencial a preocupação em fornecer aos seniores ferramentas que contribuam para uma vida ativa e promovam a sua independência, numa sociedade em constante crescimento tecnológico. A presente investigação realiza-se no âmbito do projeto +TV4E, em desenvolvimento na Universidade de Aveiro, cujo objetivo é promover o envelhecimento ativo e contribuir para o bem-estar, qualidade de vida, infoinclusão e autonomia dos seniores. O projeto centra-se no objetivo de fazer chegar informação atualizada sobre serviços sociais e públicos às televisões dos seniores em suas casas, com vista a facilitar-lhes o acesso à informação. A ideia consiste em, durante a emissão atual da sua televisão, notificar o utilizador que surgiu uma nova informação pertinente acerca de um determinado assunto social ou público, pausar a transmissão normal, transmitir o breve vídeo informativo, e voltar à transmissão anterior no momento em que foi pausada, não havendo perda de conteúdo. O objetivo desta plataforma é minimizar as fragilidades relativas ao fluxo de informação e fazê-la chegar aos seniores sem falhas nem distorções da realidade. A investigação aqui apresentada surge no contexto deste projeto, e foca-se especificamente na componente audiovisual do projeto. Pretende identificar, do ponto de vista audiovisual, as principais características e linhas orientadoras para a construção de conteúdo informativo a transmitir através dos pequenos vídeos que surgirão, tendo em conta as necessidades do sénior. Para isto, foi construído um processo de criação e desenvolvimento de uma abordagem audiovisual, através da validação de elementos sonoros e visuais, com a colaboração de duas universidades seniores da região de Aveiro. Visto que o projeto +TV4E tem como público-alvo os seniores portugueses, foram convidados alunos da Universidade Sénior de Cacia e da Universidade Sénior da Curia a participar em sessões de design e contribuir com as suas opiniões para o ajuste de elementos sonoros, elementos textuais, iconografia e paleta de cores dos vídeos informativos a desenvolver.
In the context of the demographic changes in Portugal, especially the increasing of the ageing population, it becomes essential to worry about offering tools to seniors that can contribute to an active life and promote their independence within a society in a constant technological evolution. The present investigation is carried out in the scope of the +TV4E project, which is under development at University of Aveiro and it aims to promote active ageing and to contribute to seniors’ wellbeing, quality of life, info-inclusion and autonomy. This project focuses on bringing updated information about social and public services to the seniors’ home televisions, in order to facilitate their access to information. The idea consists in, during the linear television broadcast, notifying users about a new piece of information about a certain social or public matter, pausing the current emission, displaying a brief informative video spot and, finally, going back to linear television broadcasting where it was paused, avoiding content loss. This platform’s goal is to minimize informational flow’s fragilities and to bring accurate information to seniors without flaws and reality distortion. The present work fits into the +TV4E project by focusing specifically on its audio-visual component. It pretends to identify, in an audio-visual point of view, the main characteristics and design guidelines for videos with informative content, taking seniors’ needs into account. This led to a creation and development process in order to reach an adequate audio-visual approach, through the validation and definition of sound and visual elements, collaborating with two senior universities in Aveiro, Portugal. Since the Portuguese senior population is the project’s target audience, students from Senior University of Cacia and Senior University of Curia were invited to participate in design sessions and contribute with their opinions and inputs in order to adjust sound elements, text elements, iconography and colour pallet.
Muñoz, Pazo Fernando Enrique. "Nuevas narrativas utilizadas para la representación de la mujer en videoclips de reggaetón de artistas latinoamericanas." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653160.
Full textThis paper analyzes the new narratives used in reggaeton video clips in order to explain the representation and visibility of women in these audiovisual products produced by Spanish-speaking artists from a gender perspective. The profile of the female characters in the reggaetón video clips will be described; Likewise, the visibility of the female characters will be analyzed based on their actions in the stories told in the reggaetón video clips. Finally, it seeks to explain how the stories in which the female characters are visible in reggaetón video clips are. The research has a qualitative focus and a content analysis technique will be used, analyzing different reggaeton videos from the last five years. The content has been selected based on the leading role and popularity that Spanish-speaking female artists have had in various reggaeton videos.
Trabajo de investigación
Silva, Lincoln Ferdinand Oliveira. "As filias no campo audiovisual: práticas, tensões e reordenações." Universidade Federal da Paraíba, 2016. http://tede.biblioteca.ufpb.br:8080/handle/tede/8653.
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The Audiovisual field is shaping up as a scenery full of constant changes and fluid relations among its media, as with Cinema and Television. This is due mainly to the media convergence phenomenon which has beem acting on the flow of content produced for these media. The audiovisual content is often the subject of debates and discussions between cybercinephiles, seriéfilos, fans and anyone who wants to emit information about the topics. These changes, brought about through the internet and new digital technologies, has enabled these subjects build a unique relationship with the audiovisual product. In order to understand how this phenomenon happens, we started out from the factors consumption, sharing and production to analyze how develop the interactions between subjects and audiovisual works, with the north laws of cyberculture suggested by André Lemos (2003). This resulted in the mapping of those practices and in the classification of groups found. In addition to following the participant observer method, we took on the Grounded Theory (GLASSER; STRAUSS, 2006), to collect and analyze the material. The results found were the discovery of more practices and more subjects acting within the audiovisual and contributing to the community that revolves around these issues. It came to our knowledge that the way to consume, share and produce audiovisual material has been changing. The strenght of amateurs networks present on the internet is largely influential in this process which, taking into account the transition phase, tends to an even greater transformation.
O campo audiovisual vem se configurando como um cenário repleto de mudanças constantes e de relações fluidas entre seus meios, como o Cinema e a Televisão. Isso se deve, sobretudo, ao fenômeno da convergência midiática que vem atuando sobre o fluxo de conteúdo produzido para essas mídias. O conteúdo audiovisual é alvo frequente de debates e discussões entre cibercinéfilos, seriéfilos, fãs e qualquer pessoa que queira emitir informação sobre os temas. Essas transformações, acarretadas pelo auxílio da internet e de novas tecnologias digitais, permitiu que esses sujeitos construíssem uma relação diferenciada com o produto audiovisual. Com o objetivo de entender como acontece esse fenômeno, partimos dos fatores consumo, compartilhamento e produção para analisar como se desenvolvem as interações entre os sujeitos e as obras audiovisuais, tendo como norte as leis da cibercultura propostas por André Lemos (2003). Isso resultou num mapeamento dessas práticas e classificação dos grupos encontrados. Além de seguir o método do observador participante, assumimos a teoria fundamentada em dados (GLASSER; STRAUSS, 2006), para a coleta e análise do material. Os resultados foram a descoberta de mais práticas e mais sujeitos atuantes em torno do audiovisual e colaborando para a comunidade que gira ao redor desses assuntos. Percebemos que a forma de se consumir, compartilhar e produzir material audiovisual vem mudando. A força das redes de amadores exercendo presença na internet é grande influenciadora nesse processo que, levando em consideração a fase de transição, tende a se transformar ainda mais.