Dissertations / Theses on the topic 'Digital actor'

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1

CRESPO, DANIEL RISI VIANNA. "THE DIGITAL ACTOR: A CHARACTER DESIGN PERSPECTIVE." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12251@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Esta dissertação tem como objetivo analisar os aspectos de design envolvidos na credibilidade de personagens geradas através de computação gráfica, que operam como efeitos especiais em filmes de ação ao vivo. Para isto, é apresentada a hipótese de que se trata de uma categoria ontologicamente discreta de personagens - propondo-se a nomenclatura atores digitais para designá-la - cujo processo de design se baseia em três contextos de desenvolvimento: os níveis diegético, imagético e tecnológico. Essa proposição é investigada através da metodologia do estudo de caso, utilizando-se a criatura Gollum, da trilogia cinematográfica O Senhor Dos Anéis (2001-2003). A análise das variáveis intrínsecas a cada um dos contextos citados indica que, de fato, essas personagens clamam por uma abordagem original de design, sugerindo novos papéis e novas habilidades para o designer.
This paper aims to analyze the design aspects responsible for the believability of computer generated characters in live-action movies. This research proposes the hypothesis that synthetic thespians constitute an ontologically distinct category of characters - to which the term Digital Actor is proposed - based upon a design process that involves three development contexts: the diegetic, the perceptual and the technological levels. In order to carry out such investigation, the case study methodology is used, in which the creature Gollum, from the movie trilogy The Lord of the Rings (2001-2003) is analyzed. The intrinsic variables investigated in this case show that Digital Actors in fact suggest an original design approach and therefore a new role for the designer.
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2

Bode, Lisa Merle Theatre Film &amp Dance UNSW. "From shadow citizens to teflon stars : cultural responses to the digital actor." Awarded by:University of New South Wales. Theatre, Film and Dance, 2005. http://handle.unsw.edu.au/1959.4/20593.

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This thesis examines an intermittent uncanniness that emerges in cultural responses to new image technologies, most recently in some impressions of the digital actor. The history of image technologies is punctuated by moments of fleeting strangeness: from Maxim Gorky's reading of the cinematographic image in terms of 'cursed grey shadows', to recent renderings of the computer-generated cast of Final Fantasy: The Spirits Within as silicon-skinned mannequins. It is not merely the image's unfamiliar and new aesthetics that render it uncanny. Rather, the image is received within a cultural framework where its perceived strangeness speaks allegorically of what it means to be human at that historical moment. In various ways Walter Benjamin, Anson Rabinbach and N. Katherine Hayles have claimed that the notion and the experience of 'being human' is continuously transformed through processes related to different stages of modernity including rational thought, industrialisation, urbanisation, media and technology. In elaborating this argument, each of the four chapters is organized around the elucidation of a particular motif: 'dummy', 'siren', 'doppelg??nger' and 'resurrection'. These motifs circulate through discourses on different categories of digital actor, from those conceived without physical referents to those that are created as digital likenesses of living or dead celebrities. These cultural responses suggest that even while writers on the digital actor are speculating about the future, they are engaging with ideas about life, death and identity that are very old and very ambivalent.
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Rosenqvist, Robin, and Alfred Gårdeskog. "Digitala servicescapes : En undersökning om samspelet mellan dramaturgi, storytelling, och servicescapes i en digital miljö." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-959.

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Denna undersökning utgår ifrån Mary Jo Bitners servicescape-modell om hur fysiska miljöegenskaper formade efter en berättelse eller tema påverkar serviceverksamheter. För att sedan implementera modellen i en digital miljö. Resultatet av att nyttja teorierna kring servicescapes på exempelvis serviceverksamheter ger besökare möjlighet att fly undan vardagen, medvetet eller omedvetet, genom en kombination av olika sinnen. I undersökningen såg vi att besökarens självmedvetenhet kunde jämföras med Mihaly Csikszentmihalyis teorier om ”flöde”, där medvetandetillståndet hos en individ blir uppslukat av individens aktivitet. Ur denna jämförelse kunde förutsättningarna och kriterierna för ”flöde” nyttjas. Undersökningen påvisar att anpassning av servicescape i en digital miljö leder till en förlust av sinneskombinationer i jämförelse med fysiska servicescapes. Detta ändrar dock inte det faktum att besökaren upplever ett mervärde av platsen då tillämpning av servicescapes i skapandet av fysiska som digitala miljöer öppnar upp för besökare att inte bara bevittna respektive berättelse utan även delta i den.
This study is based on Mary Jo Bitner’s servicescape-model of the physical environment, shaped by a story or a certain theme, towards adapting the model into a digital environment. The result of applying the theories surrounding servicescapes to where a service process takes place, gives visitors an opportunity to escape from the everyday life, consciously or unconsciously, through a combination of the human senses. The study found that the effect, a lesser amount of self-awareness, could be compared with Mihaly Csikszentmihalyi’s theories of "flow", a mental state where an individual becomes fully immersed in the process of the activity. The conditions for "flow" could therefore be used as a foundation in the creation of “digital servicescapes”. The adaptation of servicescape towards a digital environment led to a loss of possible combinations of senses in comparison with physical servicescapes. Though this did not result in removing all the added value of adapting the servicescape-model into a digital environment, for it is still expanding the opportunity for visitors to interact with the story respectively, instead of being idle observers.
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4

Muñoz, Ramos Orlando. "Planeación de Rutas para un Actor Digital en un Ambiente Virtual." Thesis, Universidad de las Américas Puebla, 2007. http://catarina.udlap.mx/u_dl_a/tales/documentos/lis/munoz_r_o/.

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Por medio de su cuerpo, el ser humano es capaz de realizar movimientos precisos y coordinados que le permiten llevar a cabo infinidad de tareas y transformar su medio ambiente. Esta capacidad ha sido fundamental para la conquista de cualquier lugar del mundo. Por esta razón, en los últimos años ha surgido un gran interés entre diversos grupos de investigación por comprender de mejor manera la forma en que el ser humano genera sus movimientos. Esto con el propósito de aplicar dicho conocimiento en la creación de modelos computacionales denominados actores digitales, utilizados para simular la reacción de una persona ante diferentes situaciones, principalmente aquellas en que por motivos económicos, de disponibilidad o de seguridad, es imposible trabajar o realizar estudios con personas reales. Con el propósito de profundizar en este tema, en el presente documento se describe el trabajo realizado para la planeación de rutas y generación de movimientos de un actor digital. En el capítulo 1 se presenta una introducción del tema de esta tesis y se plantean los objetivos, alcances y limitaciones. En el capítulo 2 se hace una revisión del estado actual del problema y se describen diversas aplicaciones de los actores digitales y de las técnicas que se utilizan para su animación
(cont.) El concepto de actores digitales, la representación de su esqueleto y la manera en que se generan sus movimientos mediante la manipulación de sus articulaciones de describe en el capítulo 3. En el capítulo 4 se plantea el problema de la planeación de rutas y se describe el algoritmo denominado Probabilistic Roadmap Method, utilizado para la solución de este problema. En el capítulo 5 se describe el diseño y la implementación del sistema desarrollado para la planeación de rutas de un actor digital, resultado de esta tesis, mientras que en el capítulo 6 se describen las pruebas realizadas al sistema y se presentan los resultados obtenidos. Por último, en el capítulo 7 se presentan nuestras conclusiones y perspectivas de trabajo a futuro. Finalmente, en los apéndices incluidos en este documento se presentan los conceptos teóricos para el desarrollo de aplicaciones gráficas con Java y OpenGL, quaterniones y su uso para la representación de rotaciones y diagramas UML de las clases implementadas
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Kheria, Smita. "Copyright and artists in the digital environment : An actor network approach." Thesis, Queen's University Belfast, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.534717.

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6

Coleclough, S. "Film performance : the role of the actor within cinematic expression." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/31804/.

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This work seeks to consider film acting as an integrated element of cinematic expression, a core aspect of film performance but one which gains additional meaning and commentary via combination and integration with the more traditionally considered aspects of filmmaking. Although ‘performance’ is a widely written and talked about aspect of cinema studies, a clear understanding of acting and performance, their relationship to one another and to the mechanism of filmmaking has until now been absent. When in recent years ‘film performance’ has been offered as an academic focus, the cynosure of the analysis has been the actions of the actor and a language to describe them, rather than the skills employed in relation to the specifically technical demands of the medium. What then do we gain when we consider in detail the organic relationship between those technical demands and the actor’s decisions? This foundational question is addressed here in a number of ways. A range of texts are accessed that purport to consider the discipline ranging between academic analysis and practitioner skills. This combination of approaches enables a rounded consideration of the work of the film actor absent from any one exploration of the field. To fully consider cinematic expression, the skills specific to the technical aspects of filmmaking must also be examined. Within these fields research exists which offers a wider integration of the technical and the aesthetic. However, the specific focus of the texts in question also prevents extended consideration of the integrated nature of the chosen code. To augment the initial research, in-depth analysis of a chosen film is presented to reveal the ways in which integration of raw material and post-production can produce a final realisation of ‘performance’. When acting is positioned as a part of cinematic expression the interrelationships of technical choices and their aesthetic application can be fully examined. By no longer positioning the actor as “doing nothing very well” we can begin to assess the ways in which adaptation and accommodation of the technical needs of cinema feed into the decisions and actions of the actor as they attempt to deliver their character in terms of the requirements of script and director. Defining acting and thus performance enables us to consider their place within a unified film product, one that demonstrates a distinct and essential skill set, a craft as central to filmmaking as cinematography, sound, and editing.
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Sarafin, Gregory A. "Creating Value in Multi-Actor Environments : Understanding the value propositions of digital service ecosystems." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-178288.

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This paper explores the value propositions that exist within ecosystems comprised of organizational and individual actors. The concept of value in general and how value is cocreated in multi-actor networks is explored by using service-dominant logic. The ecosystem is further framed by the intrinsic traits of digital technology as portrayed in The Layered Architecture of Digital Technology. Together, both of these framing conventions create what the paper refers to as a digital service ecosystem. In order to understand the important characteristics of a digital service ecosystem this paper analyzes a case study involving several actors participating in an ecosystem project in northern Sweden. This paper identifies six overarching themes that serve as the basis for three value propositions. A model is introduced as a way to simplify the understanding of each value proposition and how they interact with one another.
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Ford, Vanessa Anne. "Surviving The Virtual: Crafting A New Form Of Theater For The Digital Age." Thesis, The University of Arizona, 2006. http://hdl.handle.net/10150/193282.

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This thesis proposes a new genre of theater that combines participatory and interactive narratives with virtual reality technologies and traditional theatrical elements to create a form that is capable of responding to the growing desire for interactive entertainment mediums. A series of participatory narrative events, including traditional theater productions, interactive narrative/drama and role-playing games, are analyzed for their potentialities and limitations. These elements are then used to respond to scholarly writings concerning the problems of participatory narrative forms. From this analysis conclusions are drawn about the necessary elements needed to create this new genre of theater, termed interactive virtual theater, or IVT. The elements are then synthesized into a hypothetical picture of what the IVT of the future might look like.
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Huxley, Aino. "Discovering Digital Diplomacy: The Case of Mediatization in the Ministry for Foreign Affairs of Finland." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-232372.

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The increasing importance of media, especially digital media, in society has been studied widely, from identity formation to activist movements. In international relations studies digital media’s impact has focused considerably on public diplomacy 2.0. This focus has caused a more holistic view of digital diplomacy to be neglected. This study explores how digital media’s impacts as a part of mediatization are seen within the Ministry for Foreign Affairs of Finland. Semi-structured interviews with 11 officials from the Ministry of Foreign Affairs were conducted. These led to the creation of three thematic fields. The first one looks into how the agency of the Ministry is seen to be impacted by digitalization. The second section looks into how community building is seen as essential. And the third part investigated how the ministry evaluates the impacts of digitalization on other ministries of foreign affairs in the light of its own experience. The finding is that the ministry is expanding into a new digital sphere and that in the process of so doing the Ministry is not a tabula rasa, but it mirrors the cultural and political context of the country within the online sphere.
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Effah, John. "Tracing the emergence and formation of small dot-coms in an emerging digital economy : an actor-network theory approach." Thesis, University of Salford, 2011. http://usir.salford.ac.uk/26648/.

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The purpose of this study is to trace the emergence and formation of small dot-corns to understand how they come into being and are made to work or not. The SME e-business literature emphasises post-organisation and post-technology formation phases, paying less attention to the early phases of innovation development such as opportunity emergence and formation. The e-entrepreneurship literature, on its part, investigates such early phases to some extent but emphasises the personality of entrepreneurs and organisation development, paying less attention to technology and its development. Moreover, commonly used theories in both research lines are largely based on deterministic, reductionist and dualist approaches. As a result, the complex sociotechnical nature of SME e-business and e-entrepreneurship phenomena is less accounted for. In response, this study extends the existing knowledge in SME e-business and eentrepreneurship research by drawing on IS interpretive case study approach and actornetwork theory (ANT) combined with contextualism to trace the emergence and formation of four small dot-corns in the emerging digital economy of Ghana, a developing country context. The findings show that the early phases of dot-corn innovation, from emergence to formation, are non-deterministic, non-linear, complex, and heterogeneously interwoven. Moreover, such processes are created through the collective efforts of human and non-human actors across physical and virtual environments as well as developed and developing countries. By employing ANT combined with contextualism, the study offers a novel theorisation of dot-corn innovation processes. For this reason, it is argued that ANT can be extended with contextualism to offer explanations for unmet expectations of actors and actants beyond an actor-world. The study also advises entrepreneurs to pay attention not only to the virtual world but also to the physical world which together support dot-corn emergence, formation, and operation. Finally, in addition to other recommendations, the study calls for further research into the early phases of other forms of e-business such as click-and-mortars and virtual organisations.
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Pascoal, Roger. "Redes hipertextuais: um panorama sobre os aspectos cognitivos da organização da informação na internet." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18176.

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Made available in DSpace on 2016-04-29T14:23:35Z (GMT). No. of bitstreams: 1 Roger Pascoal.pdf: 1291326 bytes, checksum: 3a4f477cf8aa5729a12847efeabd81cd (MD5) Previous issue date: 2015-04-08
The multiplication and diversity of new devices connected to computer networks in recent years, as well as new software platforms, become even more complex landscape formed by the signs presented by digital interfaces. Over the past 25 years, the rapid pace of spread and diversification of Internet connection devices lead us to question the cognitive impact of their presence in urban settings, now hyper-by computerized machines. The objective of this research is to deepen the understanding of communication on digital platforms connected by extending the concept of 'hypertext'. For this, we try to find it in a complex perspective of the study of networks, which considered authors from different areas of study: Duncan Watts and Albert-László Barabási in Science Network; Manuel Castells, sociology and studies on the Information Society; Edgar Morin, and his notion of knowledge and complexity; Bruno Latour and other assets authors in the development of Actor-Network Theory and its precursors, Michel Foucault, Gilles Deleuze and Felix Guattari. The research followed methodological indications of Actor-Network Theory and, through observations on different actors, mapped human and non-human interaction as a way to provide an overview of the dynamics of hypertext networks. The question raised by this situation is the concept of hypertext can be applied to analysis of communication mediated by systems connected in multiple platforms interconnected by global computer networks
A multiplicação e a diversidade de novos aparelhos conectados às redes de computadores nos últimos anos, bem como novas plataformas de softwares, tornaram ainda mais complexa a paisagem constituída pelos signos apresentados pelas interfaces digitais. Nos últimos 25 anos, o ritmo acelerado da disseminação e a diversificação dos dispositivos de conexão à Internet nos levam a questionar os impactos cognitivos de sua presença nos cenários urbanos, agora hiperconectados por aparelhos computadorizados. O objetivo desta pesquisa é aprofundar a compreensão sobre a comunicação em plataformas digitais conectadas por meio da extensão do conceito de 'hipertexto'. Para isso, procuramos localizá-lo sob uma perspectiva complexa do estudo das redes, que considerou autores de diferentes áreas de estudo: Duncan Watts e Albert-Lászlo Barabási, na Ciência das Redes; Manuel Castells, na Sociologia e estudos sobre a Sociedade da Informação; Edgar Morin, e sua noção sobre conhecimento e complexidade; Bruno Latour e outros autores ativos no desenvolvimento da Teoria Ator-Rede, bem como seus precursores, Michel Foucault, Gilles Deleuze e Félix Guattari. A pesquisa seguiu indicações metodológicas da Teoria Ator-Rede e, por meio de observações sobre diferentes atores, mapeou humanos e não-humanos em interação como forma de constituir um panorama sobre a dinâmica das redes hipertextuais. A questão apresentada por esse panorama é se o conceito de hipertexto pode ser aplicado para análise da comunicação mediada pelos sistemas conectados nas múltiplas plataformas interligadas pelas redes mundiais de computadores
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Azambuja, Patrícia Kely. "Cognição e Mediação Técnica: passagem analógico-digital da recepção de TV sob a ótica da Teoria Ator-rede." Universidade do Estado do Rio de Janeiro, 2012. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=5535.

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Algumas situações relativas às práticas de comunicacão chamam a atenção, seja pelas possibilidades técnicas que surgem a cada nova ferramenta criada, seja pela influência inconteste para as relações humanas e sociais. Em um momento em que a comunidade acadêmica é convocada a pensar uma nova televisão, este trabalho se propõe a entrar em campo para observar o que há disponível: usos, formatos e linguagens em fase de transição. Propomos, portanto, uma análise empírica ambientada em espaço de recepção midiática, e utilizamos como ferramenta metodológica o Princípio da Simetria com base na Teoria Ator-rede. Seguindo a ideia de rastrear conexões a partir de uma escrita etnográfica, o método propõe pensar o social menos como categoria de base analítica - posto antecipadamente e desvinculado do campo das ações - e mais como algo focado em processo contínuo. As práticas so-ciais e midiáticas são pensadas aqui para além dos limites humanos - ou exclusivamente técnicos. O ator-rede se estabelece não como uma entidade fixa, mas através de fluxos a partir dos quais o método ajudará a descrever a propagação das associações. A discussão sobre possibilidades técnicas e produção de conteúdo mal começou. Talvez por isso se encontre vivendo o momento de transcender o campo dos conceitos normativos e das especulações, para assim acompanhar as instâncias midiáticas como redes de actantes inventadas e re-inventadas a cada dia, nas condições de possibilidades dos momentos práticos de uso. Coube à pesquisa em questão a observação mais detida desses procedimentos e da relação entre tecnologias em transformação, audiências, materialidades, espaços, corpos, sensações e emoções, para que assim seja possível identificar algum entendimento sobre o que poderá caracterizar a televisão, pelo menos provisoriamente
Some situations relating to communication practices draw attention, either by the technical possibilities that arise with each new tool created by the unchallenged influence for the human and social relations. In a time when the academic community is asked to consider a "new" television, this work proposes to enter into the field to see what's available: uses, formats and languages in transition. Therefore proposes an empirical analysis set in the space of media reception, and use as a methodological tool of the Symmetry Principle based on Actor-Network Theory. Following the idea of tracing connections from an ethnographic writing, the method proposes to discuss the social category least as analytical basis - set in advance and unrelated to the field of action - and as something more focused on continuous process. The social practices and media here are thought beyond human limits - or purely technical. The actor-network is established not as a fixed entity, but through flows from which the method will help to describe the propagation of associations. The discussion on the technical and content production has barely begun. Maybe so if you find living in the moment to transcend the field of normative concepts and speculations, in order to monitor instances as networks of actants media invented and re-invented every day, in the moments conditions of possibilities for practical use. It fell to the research in question closer look at these procedures and the relationship between changing technology, audiences, materiality, space, bodies, feelings and emotions, so that some understanding may be identified about what will characterize the television, at least temporarily.
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Glotfelter, Angela M. "Commitments and Obligations: Two Small Nonprofits’ Use of Social Media." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1500390236368083.

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Moxstad, Torbjörn, and Julia Pettersson. "Outsourced or Outforced? : A study on multi-sided food delivery platforms in the gig economy: the business actor perspective." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414489.

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The growth of the gig economy has resulted in an increased interest in the relatively new phenomenon of multi-sided digital platforms. Previous research has naturally been focused on one of the key actors on these platforms, namely the gig workers, and how the gig economy has affected the labor market. However, multi-sided platforms entails complex dynamics and relationships between several actors, and the purpose of this study is to investigate what drives a business actor to join a multi-sided platform, what conditions it entails, as well as how it affects their business. To fulfill the purpose, a qualitative research design was conducted, in which semi-structured interviews with seven business actor representatives were included. Through theoretical perspectives on outsourcing, network externalities, and relationship management, this study is able to suggest that to handle the complexity, multi-sided platforms entail a certain degree of standardization that leads to increased transparency in the food delivery industry. In order to access the positive network effects that come from joining the platform, the business actors must adapt to the standardized conditions. Furthermore, they can differentiate to adapt or accept a change towards becoming commodity producers. The study indicates that there is a discrepancy between reality and theory on who outsources to whom when it comes to understanding a multi-sided platform in the gig economy.
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Landi, Federico. "EMBODIED ARCHITECTURE Tinder dynamic as an Actor-Network and the spatial consequences of the self-profiling." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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L’obiettivo del progetto di tesi qui presentato è stato di evidenziare i caratteri urbani dei servizi di incontri digitali, in particolare di Tinder, e di come i social media influenzino l’uso dello spazio. Attraverso l’impiego della teoria actor-network sono stati rilevati tutti gli attanti coinvolti nella creazione della dinamica di Tinder, gli utenti coinvolti, le psicologie di utilizzo e le tecnologie utilizzate, arrivando a definire i caratteri urbani della dinamica. La negoziazione sessuale, attraverso Tinder e grazie alla localizzazione, si sposta dai luoghi una volta deputati a questa azione, come discoteche e saune, a quegli spazi di interazione che combinano spazi reali e digitali. L’urbanità della negoziazione sessuale grazie agli smartphone si sposta dalle modalità in cui sono configurate le città ai corpi degli utenti ed al modo in cui questi gestiscono i propri profili online. Da questo è stato poi elaborato un progetto architettonico, declinazione delle caratteristiche dell’attuazione urbana di Tinder. Sono state progettate una serie di abitazioni temporanee per gli utenti di Tinder, dalle dimensioni ridotte, ma flessibili e completate da una serie di spazi pubblici, bar, palestra, area relax e di lavoro. Tutti gli spazi sono stati progettati cercando di permettere varie modalità di utilizzo ed organizzati in modo frammentato al fine di creare vari ambiti, alcuni più pubblici, altri più privati. La negoziazione sessuale e tutti i caratteri dell’urbanità digitale possono quindi essere performati negli spazi proposti, assieme alle specificità di azione che ogni spazio progettato, grazie alle dotazioni presenti, può ospitare.
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Franco, Iara Cordeiro de Melo. "Complexidade e controvérsias na educação a distância: a implantação da modalidade na USP." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/27/27154/tde-24102014-110437/.

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Esta tese aborda o fenômeno da complexidade da educação a distância e semipresencial segundo referenciais conceituais da modalidade, em diálogo com teorias sobre a comunicação digital, a epistemologia da complexidade, a teoria ator-rede e a cartografia das controvérsias. Investiga quem são os atores que constituem o agregado social educação a distância através do mapeamento de conflitos no fórum geral de discussão do primeiro curso semipresencial da USP, o curso de Licenciatura em Ciências, no período de novembro de 2010 a novembro de 2011. Na perspectiva deste trabalho, as controvérsias ocorreram devido à prevalência de uma visão humanocêntrica que deposita nos atores humanos a proeminência e a prevalência das ações, não reconhece que objetos, processos, encontros, entre outros actantes, são também mediadores e não simples intermediários ou atores coadjuvantes. A pesquisa procura demonstrar que a compreensão do que seja o social, conforme a Teoria Ator Rede, pode ajudar a explicar e a superar os entraves que a modalidade da educação a distância ainda enfrenta na sociedade brasileira.
This thesis approaches the phenomenon of complexity of distance and blended education according to conceptual references of the modality, in a dialogue with theories about digital communication, the epistemology of complexity, the actor-network theory, and the cartography of controversies. It investigates who are the actors that constitute the social aggregate of the distance education through mapping of the conflicts which arose in the general discussion forum of the first blended course taught at the University of São Paulo, Licentiate in Sciences, from November 2010 to November 2011. Under the perspective of this work, the controversies originated due to the prevalence of a view, which assigns to human actors the prominence and the prevalence of the actions and does not recognize that objects, processes, meetings, and encounters, among other, are also mediators and not just mere intermediary or supporting actors. This research intends to demonstrate that the understanding of what the social is, according to the actor-network theory, may help to explain and overcome the hindrance that the distance education modality still faces within Brazilian society.
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Cöllen, Sebastian. "Den auratiska artefakten : Begränsningar och möjligheter i den digitala reproduktionen av kulturarv." Thesis, Uppsala universitet, Institutionen för ABM, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413839.

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The digital copy is rapidly becoming the dominant form in which researchers encounter cultural heritage. In this situation, the relation between the original and the digital reproduction has become a crucial, yet too little discussed problem. This thesis investigates this relation through two questions: (1) Which is the ontological status of the reproduction in relation to the original, and (2) How is the original mediated to its digital format? Question (1) is answered in dialogue with previous research: The reproduction is a new artefact, but with a relation (of similiarity) to the original. It is the understanding of this relation that the remaining part of the thesis tries to deepen and around which the second question revolves. This more empirical question (2)is examined through a comparative analysis of a physical original—the 17th century album amicorum of Gottfried Schröer—and its digitisation in the platform Alvin.The informative dimensions “context”, “materiality”, “textbased information”, and the category “aura” are investigated in the original and in the digital reproduction. For this purpose, Walter Benjamin’s concept “aura” is critically discussed and redefined as an analytical concept, and the research question is rephrased in terms of (a) which qualities are transfered, (b) not transfered, and (c) if/how they are transformed during the transfer to the digital format. It is also asked which consequences this might have for the artefact as a source of information. The analysis is positioned in a materiality discourse, adopting perspectives from, i.a., Actor-Network Theory and Material Philology. In this context, a widened concept of materiality is also developed, allowing the inclusion of the “virtual”. The thesis identifies aspects in which the reproduction differs from the original, depending, among other things, on its own materiality. This strengthens the call for users’ information competency when interacting with digital reproductions. This is a two years masters's thesis in library and information science.
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Soares, Carla Danielle Monteiro. "Análise da rede de atores na trajetória de implantação de lan houses no Brasil e seu possível papel de agente propiciador de inclusão digital." reponame:Repositório Institucional do FGV, 2012. http://hdl.handle.net/10438/9960.

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A Lan House, surgida no Brasil como um meio de entretenimento para os jovens, se tornou, em um curto espaço de tempo, uma febre nas periferias das grandes cidades brasileiras. Essa disseminação se deu, principalmente, após o programa 'Computador para Todos' lançado pelo Governo Federal a título de política pública de inclusão digital. Assim, as Lan Houses se constituíram em uma oportunidade de acesso ao computador e à Internet para aqueles que não teriam ingresso à rede se não fosse a existência desse tipo de instituição comercial (CDI, 2010), sendo a segunda principal provedora de acesso público às TIC no país (CETIC, 2010). Diante desse cenário, este estudo se propõe a descrever a trajetória na implantação das Lan Houses no Brasil, sob a ótica da Teoria Ator-Rede, identificando os atores relevantes na formação de uma rede sociotécnica, por meio do método de estudo de caso único realizado no bairro Jardim Catarina, em São Gonçalo. O trabalho apresenta, ainda, o modelo heurístico de inclusão digital para avaliar se este tipo de estabelecimento apresenta fatores relevantes para fomentar a inclusão digital. O resultado desta análise revela que as Lan Houses não são um agente de inclusão digital, apesar de sua relevância para as regiões com menores índices de renda e, por conseguinte, restritas ao uso de computadores e Internet, como o bairro Jardim Catarina.
Lan House, which appeared in Brazil as a place of entertainment, became in a short time, an entrepreneurship fever in the outskirts of large cities. The Brazilian Lan House phenomenon is in part a side effect of a federal government programme called 'computers for all', as part of a political public of digital inclusion. Thus, Lan Houses have featured as key locations for access to the worldwide computer for thousands of Brazilians who had no access to the Internet until the Lan Houses came into existence. They represent the second leading provider of public access to ICT in the country (CETIC, 2010). Due to this, the objective of this study is to describe the trajectory of Lan Houses’implementation, by theoretical perspective of Actor-Network Theory, identifying the relevant actors of a sociotechnical network. In order to analyze this, a single case study explanatory methodology was adopted, based on a Lan House at Jardim Catarina, São Gonçalo ( Rio de Janeiro). The research also presents a heuristic model of digital inclusion to understand if this kind of establishment presents some main facets considered key success factors to promote digital inclusion. The result of this analysis points out that the Lan House is not a digital inclusion agent, despite its relevance to the regions with lower rates of income and, therefore, restricted to the use of computers and Internet, as the Jardim Catarina is.
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19

Knochel, Aaron D. "Seeing Non-humans: A Social Ontology of the Visual Technology Photoshop." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1316451835.

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20

Vicente, Clayton Policarpo Barbosa. "Narrativas artísticas em ambientes heterogêneos: uma análise do projeto Global Strike." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18192.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
In every step in ways of producing language, we started to live in new communicative and cultural ecologies, that present themselves in an increased semiodiversity (Santaella, 2010, p. 63). New environments are configured, leaving sometimes to the art the role of mediating and reach new limits that broaden the understanding of the generated changes by the emerging possibilities. In order to trace reflections and propose a theoretical and methodological basis concerning the creation of the artistic narratives on digital platforms, this paper seeks, from monitoring the several steps of a developed network project, the Global Strike (globalstrike.net), to prepare a critical repertoire for analysis and creation of aesthetic manifestations that use hypermedia languages. We start from an ecological perspective, when different agents tend to be articulated in interactive processes and produce a reticular and flat organized flows. Definitions are traced that we hope to strengthen the understanding about works that are limited in such model. To clarify terms like communication s ecology and interstitial narratives, we seek to restructure concepts like author, work and observer. By the time we identify a political dimension in such experiences, as these constitute temporary practice and through heterogeneous associations
A cada avanço nos modos de produzir linguagem, passamos a habitar novas ecologias comunicacionais e culturais que se apresentam em uma semiodiversidade cada vez maior (Santaella, 2010, p. 63). Novos ambientes se configuram, cabendo por vezes à arte o papel de mediar e alçar novos limites que ampliem a compreensão das alterações geradas pelas possibilidades que emergem. Com o intuito de traçar reflexões e propor uma base teórica e metodológica acerca do modo de produção de narrativas artísticas em plataformas digitais, o presente trabalho busca, a partir do acompanhamento das diversas etapas de um projeto desenvolvido em rede, o Global Strike (globalstrike.net), elaborar um repertório crítico para análise e criação de manifestações estéticas que utilizam linguagens hipermidiáticas. Partimos de uma perspectiva ecológica, em que diferentes agentes tendem a se articular em processos interacionais e produzir fluxos reticulares e horizontalmente organizados. São traçadas definições que esperamos que fortaleçam a compreensão de obras que se circunscrevem em tal modelo. Ao elucidar termos como ecologia da comunicação e narrativas intersticiais, buscamos reestruturar conceitos como autor, obra e observador. Ao tempo que identificamos uma dimensão política em tais experiências, visto que estas se constituem provisórias e por meio de associações heterogêneas
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21

Teles, Adonai. "Piraí digital e a teoria ator-rede: a trajetória de inclusão e desenvolvimento de Piraí." reponame:Repositório Institucional do FGV, 2010. http://hdl.handle.net/10438/7811.

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The city of Piraí, in the state of Rio de Janeiro, Brazil, hosts the program Piraí Digital, a set of initiatives, in five areas - government, education, health, business and citizenship – aimed to bridge the digital divide in the city and contribute to its development. The program was studied through the association between a heuristic model for analysis of digital inclusion and Actor-Network Theory (ANT). This work presents a description of the evolution of the program according to the actors who have built it. Between 1997 and 2009, Piraí Digital contributed to a number of positive changes in Piraí, especially in the areas of education, which adopted the 1:1 computing in its public system in 2009; health care, which uses the city‘s network structure and Internet access to disseminate its systems; and government, where public administration has increased productivity and taxes revenues through the computerization of the administrative machinery. The study of Piraí Digital allows us to understand the importance of the association of artifacts - a computer network, telecenters, Master Plans and others - and people in their efforts to overcome the digital divide and contribute to local development. Exploring the contrast between the strong reputation of Piraí Digital outside the municipality and the little knowledge about the program by the local population, the author makes an analogy with the work of sanitation, almost unknown and invisible to many people, but essential for the population. In Piraí, digital sanitation is ready, with bits gushing from the taps in schools and the health care system profiting from IT to spread its information flow for the benefit of the citizens.
A cidade de Piraí, no estado do Rio de Janeiro, Brasil, é palco do programa Piraí Digital, um leque de iniciativas, em cinco áreas de atuação – governo, educação, saúde, negócios e cidadania –, com o objetivo de vencer a exclusão digital no município e contribuir para seu desenvolvimento. O programa foi estudado por meio da associação entre um modelo heurístico para análise da inclusão digital e a Teoria Ator-Rede (ANT). O trabalho apresenta a descrição da evolução do programa segundo os atores que o construíram. Entre 1997 e 2009, Piraí Digital contribuiu para uma série de mudanças positivas em Piraí, notadamente nas áreas de educação, a qual adotou a computação 1:1 em toda a rede municipal no ano de 2009; saúde, que utiliza a estrutura de rede de computadores e internet da cidade para disseminar seus sistemas; e governo, onde a administração pública teve ganhos de produtividade e arrecadação por meio da informatização da máquina administrativa. O estudo de Piraí Digital permite compreender a importância da associação de artefatos – rede de computadores, telecentros, Planos Diretores e outros – e das pessoas nos esforços para vencer a exclusão digital e contribuir para o desenvolvimento local. Explorando o contraste entre a grande notoriedade de Piraí Digital fora do município e o baixo conhecimento do programa pela população local, o autor faz a analogia com uma obra de saneamento, pouco conhecida e visível, mas essencial para a população. Em Piraí, o saneamento digital está pronto, com bits jorrando das torneiras nas escolas e a saúde se beneficiando da TI para escoar seu fluxo de informações para benefício dos cidadãos piraienses.
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22

Araújo, Willian Fernandes. "As narrativas sobre os algoritmos do Facebook : uma análise dos 10 anos do feed de notícias." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/157660.

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Esta tese acompanha a construção do Feed de Notícias do Facebook ao longo dos seus primeiros 10 anos (2006-2016) com o objetivo de descrever as formas como o mecanismo e a noção de algoritmo são definidos ao longo do período estudado. São analisados os conteúdos digitais, chamados de dispositivos textuais, que compõem publicamente o que o Feed de Notícias é e faz, descrevendo os atores implicados na composição dessa narrativa, mapeando seus objetivos e seus efeitos. A amostra analisada toma como ponto de partida os dispositivos textuais alocados em dois espaços digitais institucionais do Facebook: Facebook Blog e Facebook Newsroom. A partir da leitura de mais de mil publicações digitais do Facebook e de outros agentes (usuários, produtores de conteúdo, imprensa, ativistas etc.), foram selecionadas as publicações mais relevantes ao estudo, escolhidas com ênfase em eventos e circunstâncias de negociação ou mudança. A abordagem aqui construída representa uma composição de perspectivas dos estudos de ciência e tecnologia (STS) e da Teoria Ator-Rede (TAR). Trata-se do conjunto de procedimentos utilizados na descrição do caráter performativo dos textos. Na análise realizada na tese, são identificados três momentos distintos da construção da noção de algoritmo ao longo da trajetória do Feed de Notícias, chamados de Algoritmo Edgerank, Algoritmo Certo e Algoritmo Centrado no Usuário. Ao mesmo tempo, é apresentada a formulação do Feed de Notícias como um fluxo constante. É argumentado que as transformações no mecanismo são orientadas para gerar engajamento e manter usuários conectados ao Facebook. Engajamento é, na racionalidade emergente da construção do Feed de Notícias, uma mercadoria resultante de sua ação. Outra noção relevante decorrente da análise é a ideia de norma algorítmica como lógica normativa de visibilidade que busca regular o relacionamento entre produtores de conteúdo e o mecanismo, punindo os que não seguem as chamadas boas práticas.
This study follows the Facebook News Feed construction throughout its first ten years (2006– 2016). The objective of this research is to describe the way this mechanism and the notion of algorithm were compounded, enacted and transformed during that period. This is achieved through an analysis of the digital content (referred to here as ‘textual devices’) that publicly constructs what the News Feed is and how it functions. This analysis describes the actors involved within this narrative, mapping their objectives and effects. The sample is constructed beginning with the textual devices published on Facebook’s institutional websites: Facebook Blog and Facebook Newsroom. Following the reading of more than 1,000 texts of Facebook and other agents (users, content producers, media, activists, etc.), the most relevant publications were selected, emphasizing situations of change, conflict and controversy. The research approach, which was based on science and technology studies (STS) and actornetwork theory (ANT), involved constructing a body of procedures used to describe the performative character of texts. The current study found that during the development of the News Feed, Facebook’s notion of algorithm has gone through three different phases, referred to here respectively as the Edgerank Algorithm, Right Algorithm and User-centered Algorithm. One of the most interesting findings was that the changes in the News Feed are primarily oriented towards the objective of creating engagement by keeping users connected to Facebook. Engagement is an important commodity within the rationality that emerged from this scenario. It is argued that the News Feed development may be seen as a continuous flow. Another important finding was the notion called algorithmic norm, as a normative logic of visibility that rules the relationship between content producers and the News Feed. The algorithmic norm tends to enact specific judgements and to punish content producers who do not follow what Facebook calls good practices.
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23

Campana, Mylène. "Motion planning for digital actors." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30097/document.

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Les algorithmes probabilistes offrent de puissantes possibilités quant à la résolution de problèmes de planification de mouvements pour des robots complexes dans des environnements quelconques. Cependant, la qualité des chemins solutions obtenus est discutable. Cette thèse propose un outil pour optimiser ces chemins et en améliorer la qualité. La méthode se base sur l'optimisation numérique contrainte et la détection de collision pour réduire la longueur du chemin tout en évitant les collisions. La modularité des méthodes probabilistes nous a aussi inspirés pour réaliser un algorithme de génération de sauts pour des personnages. Cet algorithme est décrit par trois étapes de planifications, de la trajectoire du centre du personnage jusqu'à son mouvement corps-complet. Chaque étape bénéficie de la rigueur de la planification pour éviter les collisions et pour contraindre le chemin. Nous avons proposé des contraintes inspirées de la physique pour améliorer la plausibilité des mouvements, telles que du non-glissement, de la limitation de vitesse et du maintien de contacts. Les travaux de cette thèse ont été intégrés dans le logiciel "Humanoid Path Planner" et les rendus visuels effectués avec Blender
Probabilistic algorithms offer powerful possibilities as for solving motion planning problems for complex robots in arbitrary environments. However, the quality of obtained solution paths is questionable. This thesis presents a tool to optimize these paths and improve their quality. The method is based on constrained numerical optimization and on collision checking to reduce the path length while avoiding collisions. The modularity of probabilistic methods also inspired us to design a motion generation algorithm for jumping characters. This algorithm is described by three steps of motion planning, from the trajectory of the character's center to the wholebody motion. Each step benefits from the rigor of motion planning to avoid collisions and to constraint the path. We proposed physics-inspired constraints to increase the plausibility of motions, such as slipping avoidance, velocity limitation and contact maintaining. The thesis works have been implemented in the software `Humanoid Path Planner' and the graphical renderings have been done with Blender
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24

Esteves, Jaramillo Claudia Elvira. "Motion Planning : from Digital Actors to Humanoid Robots." Phd thesis, Institut National Polytechnique de Toulouse - INPT, 2007. http://tel.archives-ouvertes.fr/tel-00145201.

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Le but de ce travail est de développer des algorithmes de planification de mouvement pour des figures anthropomorphes en tenant compte de la géométrie, de la cinématique et de la dynamique du mécanisme et de son environnement.
Nous proposons une approche à trois étages au problème de la planification de mouvements pour des figures anthropomorphes qui manipulent des objets encombrants tout en marchant. Dans le processus, plusieurs problèmes ainsi que des propositions pour les résoudre, sont présentés. Ceux sont principalement l'évitement tri-dimensionnel des obstacles, la manipulation des objets à deux mains, la manipulation coopérative des objets et la combinaison de comportements hétérogènes.
La contribution principale est la modélisation du problème de la génération automatique des mouvements de manipulation et de locomotion dans le contexte de mécanismes bipèdes. Les bonnes performances du planificateur sont validées avec des mécanismes différents, tant virtuels que physiques.
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25

Esteves, Jaramillo Claudia Elvira Laumond Jean-Paul. "Motion planning from digital actors to humanoid robots /." Toulouse : INP Toulouse, 2007. http://ethesis.inp-toulouse.fr/archive/00000454.

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26

MORTEO, MARZIA. "Alla ricerca del cinema perduto in Rete: il Webcinema." Doctoral thesis, Università Cattolica del Sacro Cuore, 2009. http://hdl.handle.net/10280/627.

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L’obiettivo di questo lavoro è la ricostruzione di un oggetto mediale di cui ormai in Rete si sono perse le tracce: il webcinema, il cinema creato, realizzato e distribuito attraverso la Rete. Esso nasce e si sviluppa in una fase pionieristica del web tra la seconda metà degli anni novanta e i primi anni del XXI secolo, in un periodo segnato dalla sviluppo della tecnologia dello streaming che consentirà la trasmissione di contenuti sonori e audiovisivi attraverso la Rete, ridefinendo il concetto del web stesso da collezione di testi a flusso di informazioni audiovisive, l’euforia della net economy e lo scoppio della bolla delle dot-com. Per analizzare questo fenomeno ibrido, di cui la teorizzazione coeva è scarsa e di cui la Rete sembra essersi dimenticata, adottiamo l’approccio metodologico della Actor-network Theory che ci permetterà di investigare i veloci cambiamenti, l’instabilità e l’eterogeneità propria dei media digitali. Con l’analisi del case history verrà evidenziata la complessa relazione esistente tra dimensione tecnologica e dimensione sociale che nel caso dei media digitali è improntata a momenti di apertura nei confronti della innovazione e di stabilizzazione e definizione di determinati modelli d’uso.
Aim of this work is the reconstruction of a forgotten media by the Net: webcinema, cinema created specifically for viewing on the Internet. It is born and it develops in a pioneering phase of the web between the second half of the Nineties and first years of XXI century, in a period marked from the development of the streaming technology allowing the transmission of sound and audiovisual contents through the Net, redefining quite the concept of the web from collection of texts to audiovisual informational flux, net economy hype and the collapse of the dot-com bubble. In order to analyze this hybrid media object, barely studied by the contemporaneous scholarship and forgotten by the Net, we use the Actor-network theory approach that will allow to investigate the rapid changes, the instability and the heterogeneity of digital media. The case history will underline the complex relation between technological dimension and social dimension that digital media modellize in an opening approach versus innovation and a stabilization one versus some certain user models.
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27

Demange, Jacques. "L’acteur de cinéma à l’ère du numérique : jeu, représentation et conceptualisation." Thesis, Strasbourg, 2020. http://www.theses.fr/2020STRAC024.

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Qu’implique pour un acteur de jouer devant un fond vert, de dialoguer avec une forme de synthèse, ou de voir ses gestes et déplacements scannés sur un logiciel informatique ? La révolution numérique qui débute au cinéma à la fin des années 1970 et s’impose comme une nouvelle norme à partir du début des années 1990 a indubitablement modifié la nature de ses interprètes. Ces modifications plus ou moins marquées ont exercé une influence sur leur jeu et leur représentation, mais aussi sur leur relation avec le spectateur. Méthodologie, esthétique et médiatisation sont donc les trois axes principaux convoqués par cette thèse de doctorat en études cinématographiques. À partir de nombreux exemples, nous chercherons à relever ce qui, au sein des technologies numériques, interroge l’histoire technique, formelle et médiatique d’une figure essentielle du dispositif cinématographique. Du plan à l’écran, de la scène au plateau, de la reprise de pratiques artistiques plus anciennes à la nécessité de s’adapter à un nouvel espace-temps, cette étude fait de l’acteur le miroir des mutations qui continuent de travailler l’expérience toute particulière que nous procure l’art cinématographique
What does it mean for an actor to play in front of a green background, to dialogue with a form of synthesis, or to see his gestures and movements scanned on a computer software? The digital revolution that began in cinema at the end of the 1970s and became a new standard from the early 1990s has undoubtedly changed the nature of its performers. These more or less marked modifications have had an influence on their acting and representation, but also on their relationship with the spectator. Methodology, aesthetics and mediatization are thus the three main axes called for by this doctoral thesis in film studies. Using numerous examples, we will try to identify what, within digital technologies, questions the technical, formal and media history of an essential figure in the cinematic apparatus. From the shot to the screen, from the stage to the set, from the revival of older artistic practices to the need to adapt to a new space-time, this study makes the actor the mirror of the mutations that continue to work on the very particular experience that the art of filmmaking gives us
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Hermodsson, Erwin. "OAIS – mellanhand eller medlare : En empirisk fallstudie av implementeringen av OAIS på R7e-arkiv utifrån aktör-nätverksteori." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-39319.

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The use of standards has become widespread in the field of digital archiving. The most notable of these is the Open Archival Information System (OAIS) model. In the development and usage of such standards both researchers and practitioners have been similarly focused on the technical dimension of standards, prioritizing efficiency, and cost-effectiveness. Less attention has been paid to study the implementation of standards from a social perspective. Based on the reflexive methodology, suggested by Mats Alvesson and Kaj Sköldberg, and adopting an actor-network theory (ANT) approach, this study attempted to understand the role played by a technological artifact such as the OAIS standard in the specific context of a Swedish e-archive known as R7e-arkiv. Understanding the social in terms of association and focusing on key ANT concepts such as actors, mediators, intermediaries, network and translation the study found that the role played by the OAIS, was that of a silent intermediary until recent developments in the e-archive made it acquire the momentary role of mediator, giving it the capabilities of acting upon the actor-network. The discussion outlines different conceptions of standards through ANT approaches. Among these, the view of the OAIS as a black box and the understanding of compliancy as performativity could serve as interesting starting points for further inquiries concerning the use of standards in digital archiving.
Användandet av standarder har blivit allt vanligare inom digital arkivhantering. En framstående standard är Open Archival Information System (OAIS) Model. Vad det gäller utveckling och användning av sådana standarder har tonvikten, både för yrkesverksamma arkivarier och forskare, legat på standardens tekniska dimension. Effektivitet och kostnadseffektivitet har varit det viktigaste. Lite uppmärksamhet har däremot ägnats åt hur standarder implementerats från ett socialt perspektiv. Denna uppsats har med utgångspunkt i reflexiv metod av Mats Alvesson och Kaj Sköldberg, samt aktör-nätverksteori undersökt vilken roll en teknologisk artefakt som OAIS spelar för det svenska e-arkivet R7e-arkiv. Genom att förstå det sociala i termer av associationer och med hjälp av aktör-nätverksteoretiska begrepp som aktör, medlare, mellanhand, nätverk och översättningar fann undersökningen att OAIS sedan R7e-arkivs grundande har haft rollen av en tyst mellanhand. Senare utvecklingar och förändringar i e-arkivet har dock lett till standarden att uppta rollen av medlare, vilket gett den möjligheten att agera och göra skillnad på aktör-nätverket. Uppsatsens diskussion erbjuder alternativa sätt att förstå standarder utifrån ett ANT-perspektiv. Bland dessa perspektiv framstår två som möjliga utgångspunkter för vidare forskning: OAIS förstått som svart låda samt följsamhet av standarder förstått i termer av performativitet.
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Ferreira, Ruth Iana. "ACTO - LUZ. (PROJECTO DE INSTALAÇÃO DE ARTE DIGITAL)." Master's thesis, Faculdade de Ciências Sociais e Humanas, Universidade Nova de Lisboa, 2010. http://hdl.handle.net/10362/5962.

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Trabalho de Projecto apresentado para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Ciências da Comunicação
Perante o actual panorama de cruzamento entre ciências e artes e, após um estudo das áreas envolvidas, propõe-se a instalação Acto-Luz, de arte digital. Esta instalação conjuga os parâmetros emoção e luz. Como forma de expressão da emoção surge aqui o gesto e como demonstração da luz, operam-se a sua intensidade, cor e forma. Num espaço fechado, a gestualidade dos braços dos intervenientes é mapeada por um programa de computador que irá, segundo parâmetros pré-estabelecidos, atribuir-lhe uma emoção a qual será representada sobre a forma de imagens de luz projectadas numa tela que abrange todo o espaço. Estas imagens irão assim envolver o participante, estimulando neste um sentimento emocional. A instalação Acto-Luz forma assim um ciclo de acção-reacção, fomentando a experimentação. O projecto teve como bases de trabalho a investigação das áreas Emoção, Luz e Cor. A partir destas estabeleceram-se pontos de ancoragem entre parâmetros inerentes a cada uma das áreas, sistematizando os elementos recolhidos - sob a forma de correspondências - para formar um conceito global segundo o qual se rege a instalação.
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Stålhand, Henrik, and Matin Davoodi. "Den första digitala medarbetaren : En Actor-Network Theory-studie i en omsorgsförvaltning." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95685.

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Det har visat sig att det finns en viss oro för vad den ökade robotiseringen kommer att innebära, samtidigt som robotiseringens utsträckning skiljer sig mellan branscher. Denna ANT-studie behandlar införandet av en robot i en omsorgsförvaltning. Av detta följer att verksamheten genomgår någon form av förändring, varefter vi ämnat skapa en förståelse för de okända konsekvenser som följer. Studien har även sin utgångspunkt i HRI och antropomorfisering, som givit perspektiv på olika former av aktörskap och deras interaktioner. Studien är till sin natur kvalitativ och har präglats av en abduktiv arbetsprocess, samtidigt som ANT-perspektivet även har haft implikationer på det ontologiska och epistemologiska ställningstagandet. Det empiriska materialet presenteras i form av ett narrativ uppdelat i tre episoder som är berättat av roboten Matilda. Det har visat sig att Matilda har varit en central materialitet för de associeringar som sammanför aktörerna i nätverket, men att hennes införande även medfört nätverkseffekter. Vi kan med säkerhet påstå att effekterna är dynamiska och att de först blir framträdande med tiden. Detta ger ett cirkulärt samband, där idéer förändras och avlöser varandra.
It has been shown that there is some concern about what the increased robotization will mean, while the extent of robotization differs between industries. This ANT study deals with the introduction of a robot into a Public Care Department. This is followed by the notion that the organization will undergo some kind of change, after which we intend to create an understanding of the unknown consequences that follow. The study also has its outset in HRI and anthropomorphism, which have given perspectives on different forms of actors and their interactions. The study is by nature qualitative and has been characterized by an abductive work process, while the ANT perspective has also had implications for the ontological and epistemological positions. The empirical material is presented in the form of a narrative, divided into three episodes told by Matilda the robot. It appears that Matilda has been a central materiality for the associations that connect the actors in the network, but that her introduction also has brought network effects. We can say with certainty that the effects are dynamic and that they only become prominent over time. This provides a circular relationship, where ideas change and replace each other.
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Armand, Cécile. ""Placing the history of advertising" : une histoire spatiale de la publicité à Shanghai (1905-1949)." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEN024.

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Directement inspirée de P. Ethington et son projet de "situer le passé" (placing the past), cette thèse adopte une démarche spatiale pour « rematérialiser », « réincarner » et « repolitiser » l'histoire de la publicité à Shanghai (1905-1949), à la fois dans la presse locale (Shenbao, North China Daily News) et dans les rues de la ville. Refusant tout usage métaphorique de l'espace, cette thèse emprunte aux différentes « sciences de l'espace » pour tourner autour de l'objet publicitaire et l'appréhender dans ses multiples dimensions. Dans la première partie, la démographie et géopolitique sont convoquées pour prendre la mesure des populations et des territoires publicitaires (chapitres 1 et 2). La deuxième partie propose une sociologie des acteurs de la profession naissante (chapitre 3) et de la production/consommation (chapitre 4) afin de démonter la « fabrique » publicitaire. La troisième partie ouvre un observatoire de ses paysages et saisit les espaces publicitaires comme un « laboratoire » de la « modernité » à Shanghai (chapitres 5 et 6). La dernière partie s'efforce de remettre l'histoire spatiale en mouvement en retraçant les circulations et les rythmes publicitaires (chapitres 7 et 8). Au-delà, la démarche spatiale de cette thèse vise à « faire une place » à l'objet publicitaire dans l'historiographie. Nourrie de matériaux divers (presse, archives, photographies, croquis, cartes, statistiques), elle propose une alternative à l'histoire des représentations et apporte un autre éclairage sur l'histoire urbaine. Articulée à une plateforme ad hoc (MADSpace) (http://madspace.org/) qui en est le prolongement hypertextuel, cette thèse ouvre une réflexion sur les nouvelles manières de faire et d'écrire l'histoire à l'ère numérique
Directly inspired by Philip Ethington's proposal on "placing history", my dissertation offers a spatial approach to the history of advertising in modern Shanghai (1905-1949). Based on various materials (press, archives, photos, sketches, graphs, maps, trees), this spatial trend aims to shift the gaze from mainstream cultural approach (focused on representations visible on press advertisements) to a spatial and material approach of advertising, with a genuine concern for the physical aspects of advertisements. The first part (chapter 1 and 2) is devoted to mapping and measuring the populations and territories of advertising in Shanghai, both in the local press (Chinese newspaper Shenbao and British North-China Daily News), as well as within the city. The second part examines the actors who made and inhabited these spaces, namely the emerging advertising profession (chapter 3) and the actors involved in the production or consumption of advertised products (advertisers/manufacturing companies, brands/products, markets/consumers) (chapter 4). Chapter 5 is devoted to advertising “landscapes” - a term that I used as an operative concept to replace the overused, and often misused, notion of representation - in order to cover every dimension of advertisements (their physical environment at various scales, the copy surface, the discourses they carried). Chapter 6 offers to take advertising spaces as an ideal observatory for examining tensions, conflicts and other forms of relationships surrounding advertising, as well as a "laboratory" for inventing urban modernity – that is, new ways of conceiving and living the city in modern Shanghai. As spatial approaches are often blamed for “freezing” history, my dissertation eventually attempts to trace the circulations and rhythmic patterns between the printed and urban spaces, within and outside Shanghai (chapters 7 and 8). Beyond the "terrain", my dissertation strives to take advantage of the new resources available to historians in the digital age. The digital platform MADspace (http://madspace.org/), which has been especially designed as a digital companion to this PhD Projet, makes the assumption that the digital ecology offers unexpected opportunities for renewing research questions and methodologies in the field of (Chinese, urban) history
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Wijayawardhana, Thimali, and Liene Kokina. "Consultancy agencies as actors within the digital transformation journey: a case study." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185781.

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The complexity that digital transformation brings to the business environment requires new knowledge and expertise in different domains. To avoid the extensive costs of acquiring and managing this knowledge internally, organizations frequently collaborate with external consultancies. In this exploratory case study, we investigate what role the consultancy agencies take within client organizations' transformation journey and how this role is affected by the dynamic nature of digital transformation. The study reveals that the notion of digital transformation in the business environment is fuzzy and challenging not only to the client organization but to the consultancy agency itself which leads to the necessity to narrow down the notion of digital transformation and form a new role.
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Hedelund, Simone Staack. "Digital Content Creation in 2018: A Study for Non-Profit Organizations and Social Actors." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23769.

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This study explores the phenomenon of new power as a framework for empowerment for non-profit organizations. The concept is coined by social entrepreneurs Henry Timms and Jeremy Heimans in their book New Power (2018), and the aim is to investigate the effects of new media today through analysis of twelve media actors experiences of working in the creative industries. Through a flexible study based on the paradigm of phenomenology, this thesis researched by examining new power as a 'black box’—an object of human perception—to arrive at new understandings of the workings of media environments today. The qualitative data is backed by a case study of a niche community in the form of digital scrapings that reveal characteristics of spreadable mechanisms in a networked community. Drawing on dominating theories about participatory cultures, convergence media, and mediatization, the study found tendencies of new media leading to the subordination to the power of prevailing media actors. It concludes by considering future implications for the evolution of Web 3.0, where digital platforms will evolve into a co-constitutive digital sphere where media actors and individuals alike will take action in shaping the digital culture of media, as in the cases of leading digital companies BuzzFeed and Reddit.Keywords:Media Transformation, Non-profit organization, Web 2.0, Media Transformation, New Media, Participatory Cultures, New Power, Social Mobilization, Digital Promise
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Percastre, Mendizabal Salvador José. "Comunicación política electoral digital. Twitter y redes sociales digitales en campaña: el caso de las elecciones intermedias en México en el año 2015." Doctoral thesis, Universitat Pompeu Fabra, 2018. http://hdl.handle.net/10803/665046.

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Esta investigación versa sobre el estudio de los complejos procesos e interacciones que ocurren en fenómenos de comunicación política electoral digital en un sistema político democrático. Específicamente en campañas electorales en México a través de redes sociales digitales (social media) y particularmente en la red de microblogging Twitter. Parte de la hipótesis de que el estudio de la comunicación política en ecosistemas digitales (online) permite conocer si realmente existen nuevas formas de participación política en plataformas digitales de comunicación o si bien, se repiten antiguas lógicas de la comunicación política tradicional fuera de línea (off line). Uno de los principales aportes de esta tesis al campo de estudio es el explicar el uso, la presencia y las interrelaciones discursivas de los tres tipos de actores clásicos de la comunicación política: mediáticos, políticos y ciudadanos (Wolton, 1989), pero, en el espacio de las redes sociales digitales, a través del análisis de un caso de estudio.
This research deals with the study of the complex processes and interactions that occur in digital electoral political communication phenomena in a democratic political system. Specifically, in electoral campaigns in Mexico through digital social media and particularly in the microblogging network Twitter. Starting from the hypothesis that the study of political communication in digital ecosystems (online) allows to know if there are certainly new forms of political participation in digital communication platforms or if ancient logics of traditional political communication are repeated offline. One of the main contributions of this thesis to the field of study is to explain the use, presence and discursive interrelations of the three types of classical actors of the political communication: media, politicians and citizens (Wolton, 1989), but, in the space of digital social networks, through the analysis of a case study.
Aquesta investigació tracta sobre l'estudi dels complexos processos i interaccions que ocorren en fenòmens de comunicació política electoral digital en un sistema polític democràtic. Específicament en campanyes electorals a Mèxic a través de xarxes socials digitals (social media) i particularment a la xarxa de microblogging Twitter. Part de la hipòtesi que l'estudi de la comunicació política en ecosistemes digitals (online) permet conèixer si realment hi ha noves formes de participació política a les plataformes digitals de comunicació o si bé, es repeteixen antigues lògiques de la comunicació política tradicional fora de línia (off line). Una de les principals aportacions d'aquesta tesi al camp d'estudi és el explicar l'ús, la presència i les interrelacions discursives dels tres tipus d'actors clàssics de la comunicació política: mediàtics, polítics i ciutadans (Wolton, 1989), però, en l'espai de les xarxes socials digitals, a través de l'anàlisi d'un cas d'estudi.
Cette recherche porte sur l'étude des processus complexes et des interactions qui se produisent dans les phénomènes de communication politique électorale numérique dans un système politique démocratique. Plus précisément dans les campagnes électorales au Mexique à travers les réseaux sociaux numériques (social media) et en particulier dans le réseau de microblogging Twitter. Une partie de l'hypothèse selon laquelle l'étude de la communication politique dans les écosystèmes numériques (online) permet de savoir s'il existe de nouvelles formes de participation politique dans les plateformes de communication numérique ou si l'ancienne logique de communication politique traditionnelle se répète hors ligne (off line). L'une des principales contributions de cette thèse au domaine d'étude est d'expliquer l'utilisation, la présence et les interrelations discursives des trois types d'acteurs classiques de la communication politique: les médias, les politiques et les citoyens (Wolton, 1989). l'espace des réseaux sociaux numériques, à travers l'analyse d'une étude de cas.
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35

Goussous, Faisal Amer. "Grasp planning for digital humans." Thesis, University of Iowa, 2007. http://ir.uiowa.edu/etd/158.

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Andersson, Ebba, and Kajsa Eckerwall. "Enabling Successful Collaboration on Digital Platforms in the Manufacturing Industry : A Study of Digital Twins." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74523.

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Purpose – The purpose of this study is to enhance the understanding of how to successfully collaborate on digital platforms in the manufacturing industry by developing a contingency framework. To fulfill this purpose, the following research questions were derived: RQ1: Which challenges arise when collaborating on digital platforms in the manufacturing industry? and RQ2: How can collaboration challenges on digital platforms in the manufacturing industry be managed? Method – The study was conducted as an explorative, inductive single case study of a digital platform. More specifically, the study examined the development process of a digital twin platform created by a large high-technological company and its collaborative actors. In total, 21 interviews were conducted at eight different companies. The respondents all had experience of digital twin platforms, where some were working with digital twins sporadically and others on a daily basis. The data were analyzed through a thematic analysis. Findings – The analysis reveals that actors on digital platforms can face five types of challenges that hinder a successful collaboration: disadvantages of dependency, uncertainty regarding data management, varying customer needs, insufficient work methods, and unsuitable payment models. The analysis also reveals four strategies that can be used to address the challenges: transparency strategy, incentive model strategy, servitization strategy, and control strategy. Moreover, these findings are summarized in a contingency framework that explains which types of challenges that can be addressed with which strategies based on the specific prerequisites of each collaboration. Theoretical and practical implications – The study extends the digital platform literature by providing empirical evidence for several collaboration challenges among the actors on a digital platform, which has previously bee not been studied. Additionally, the study provides evidence of how these challenges can be addressed. Our framework helps manufacturing companies to successfully adopt digital platforms by providing managers with the tools to handle the required collaboration. Limitations and further research – The study is limited by a single case study of a specific digital platform. Thus, to extend the findings, further research that examines other contexts are recommended. Moreover, the establishment of the studied platform is currently in an early phase which limits the study to hypothetical challenges and management methods. To validate the findings, further research that examines a fully developed and implemented platform is recommended.
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Colon, Matthew J. "Controlling the Uncontrollable: A New Approach to Digital Storytelling using Autonomous Virtual Actors and Environmental Manipulation." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/261.

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In most video games today that focus on a single story, scripting languages are used for controlling the artificial intelligence of the virtual actors. While scripting is a great tool for reliably performing a story, it has many disadvantages; mainly, it is limited by only being able to respond to those situations that were explicitly declared, causing unreliable responses to unknown situations, and the believability of the virtual actor is hindered by possible conflicts between scripted actions and appropriate responses as perceived by the viewer. This paper presents a novel method of storytelling by manipulating the environment, whether physically or the agent's perception of it, around the goals and behaviors of the virtual actor in order to advance the story rather than controlling the virtual actor explicitly. The virtual actor in this method is completely autonomous and the environment is manipulated by a story manager so that the virtual actor chooses to satisfy its goals in accordance with the direction of the story. Comparisons are made between scripting, traditional autonomy, Lionhead Studio's Black & White, Mateas and Stern's Façade, and autonomy with environmental manipulation in terms of design, performance, believability, and reusability. It was concluded that molding an environment around a virtual actor with the help of a story manager gives the actor the ability to reliably perform both event-based stories while preserving the believability and reusability of the actor and environment. While autonomous actors have traditionally been used solely for emergent storytelling, this new storytelling method enables them to be used reliably and efficiently to tell event-based stories as well while reaping the benefits of their autonomous nature. In addition, the separation of the virtual actors from the environment and story manager in terms of design promotes a cleaner, reusable architecture that also allows for independent development and improvement. By modeling artificial intelligence design after Herbert Simon's “artifact,” emphasizing the encapsulation of the inner mechanisms of virtual actors, the next era of digital storytelling can be driven by the design and development of reusable storytelling components and the interaction between the virtual actor and its environment.
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Blume, Carolyn L. [Verfasser], and Torben [Akademischer Betreuer] Schmidt. "Investigating digital game-based language learning : applications, actors and issues of access / Carolyn L. Blume ; Betreuer: Torben Schmidt." Lüneburg : Universitätsbibliothek der Leuphana Universität Lüneburg, 2019. http://d-nb.info/1191479579/34.

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Blume, Carolyn L. Verfasser], and Torben [Akademischer Betreuer] [Schmidt. "Investigating digital game-based language learning : applications, actors and issues of access / Carolyn L. Blume ; Betreuer: Torben Schmidt." Lüneburg : Universitätsbibliothek der Leuphana Universität Lüneburg, 2019. http://nbn-resolving.de/urn:nbn:de:gbv:luen4-opus-145567.

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40

Johansson, Felix, and Rasmus Bjering. "Angreppssätt till ett framgångsrikt innovationsarbete inom digital innovation." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42178.

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Ett framgångsrikt innovationsarbete möjliggör för framtagningen och utvecklingen av nya och befintliga digitala produkter och tjänster. Digital innovation driver ett behov av att agera och samarbeta med andra företag och organisationer, vilket innebär att involveringen av externa aktörer kan leda till att utmaningar uppstår. Genom vår litteraturstudie har vi identifierat utmaningar, och undersökt hur dessa kan hanteras genom en kvalitativ intervjustudie, syftet med studien blir därför att genom en litteraturstudie skapa förståelse för vilka utmaningar som finns, samt identifiera hur dessa utmaningar kan hanteras genom en intervjustudie. De primära deltagarna i studien är anställda på ett etablerat och ledande företag som arbetar med digital innovation. Vi kommer att studera hur dessa utmaningar kan hanteras utifrån följande frågeställning: Hur kan utmaningar med involveringen av externa aktörer i digital innovation hanteras? Studiens resultat bidrar med föreslagna angreppssätt för att hantera utmaningar med involveringen av externa aktörer.
Successful innovation work enables the development of new and existing digital products andservices. Digital innovation drives a need to act and collaborate with other companies andorganizations, which means that involving external actors can lead to challenges. Through ourliterature study, we have identified challenges and investigated how these can be handledthrough qualitative interview studies. The purpose of the study is to create an understanding ofthe challenges that exist through a literature study, and to identify suggestions on how thesechallenges can be handled through interview studies. The primary participants in the study areemployees of an established and leading digital innovation company. We will study how thesechallenges can be addressed based on the following question: How can challenges with theinvolvement of external actors in digital innovation be handled? The study's results contributewith proposed approaches to succeed in dealing with challenges in the involvement of externalactors.
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Mohamed, Omar Amizan. "Institutionalisation of digitally-enabled service transformation in the UK public sector : an exploratory study on the roles of the actors and structures." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/17426.

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The successful institutionalisation of digitally-enabled service transformation (DEST) in the UK public sector has always been a challenge for the government. Associated with technology and managerial impediments, the derailment of several DEST projects in recent years has attracted much scholarly debate. Nonetheless, overt emphasis on the antecedents and effects of DEST institutionalisation has concealed the real events underpinning the transformation process, especially the 'social' interactions between the institutional actors and structures, as well as their role in the DEST institutionalisation process. Hence, this research aims to explore the roles of the actors and structures in DEST institutionalisation as working practice in public institutions. To do so, this research develops a conceptual framework grounded on Institutional Theory and Structuration Theory concepts, derived from the analysis of four past DEST cases in the UK. The framework is used in a qualitative enquiry that explores the well-publicised Universal Credit transformation case through interviews, focus groups and review of documentary and parliamentary-select-committee-media evidence. The findings offer insights into the deinstitutionalisation and structuration processes in the study of DEST institutionalisation to better understand the implementation of change in public institutions. This study concludes that actors and structures play important roles in structuring the DEST institutionalisation process as working practice in public institutions. Actors could manipulate structures of meaning, power and norms to promote desired actions in shaping practices that support DEST institutionalisation.
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Oliveira, Vinicio de Oliveira. "A cena nas redes: utilização de tecnologias digitais no desenvolvimento da presença e do espaço cênico." Escola de Teatro, 2014. http://repositorio.ufba.br/ri/handle/ri/27313.

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Neste trabalho elaboro uma análise crítico-reflexiva sobre o desenvolvimento do espaço cênico e da presença do ator e do espectador a partir da utilização das tecnologias da informação e comunicação. Adoto como eixo para a reflexão o pressuposto delimitador que ainda hoje é definidor de um evento teatral – a presença de pelo menos um ator e um espectador em um espaço determinado unidos por um acordo tácito. Com base nesse pressuposto relaciono ao longo do trabalho conceitos e definições referentes às tecnologias digitais da informação (realidade virtual, virtualidade, telepresença, ciberespaço) com os elementos do teatro e sua aplicabilidade na arte teatral. Analiso exemplos de propostas de espetáculos construídos sobre a perspectiva do teatro digital e midiático e por fim proponho duas características de um possível teatro digital.
In this paper I develops a critical and reflective analysis of the development of the scenic area and the presence of the actor and the spectator from the use of information and communication technologies. I adopt as an axis for reflection delimiter assumption that today is defining a theatrical event - the presence of at least one actor and spectator states in a given space unite by a tacit agreement. Based on that assumption I do a relation about concepts and definitions relative to digital information technologies (virtual reality, virtuality, telepresence and cyberspace) with the elements of theater and their applicability in theatrical art. I analyze examples of plays built on the perspective of digital and mediatic theater and finally i propose two characteristics of a possible digital theater.
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43

Asgari, Alireza. "Covid-19 pandemic, Swedish Crisis Management and The Shopping Needs of Home-quarantined : Measures taken by authorities, the interaction between State, Humanitarian Actors and Communities; and the Neo-liberal Paradigm." Thesis, Uppsala universitet, Teologiska institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446857.

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The focus of this research is upon the measures that Swedish Crisis Management System carried out during the Covid-19 pandemic toward the shopping needs (i.e., food/groceries, medicines) of home-quarantined individuals (those who should stay at home according to the authorities’ recommendations because they were either elderly or regardless their ages, were in risk groups or had symptoms of disease). The research identifies the immediate responsible authority concerning this need and examines how this actor behaved and what measures took to address the shopping needs of home-quarantined. The interaction between this responsible actor and other social parties (e.g., humanitarian actors/civil society, and/or Local Communities), explored to illustrate whether the responsible actor had carried out its immediate duty or not. The outcomes of various operations that different social actors performed are analyzed and compared. For assessing the Swedish Crisis Management System and the measures carried out during the Covid-19 pandemic, five case studies conducted; the action of the municipalities in four cities (Örebro, Staffanstorp, Uppsala and Umeå) and one Community Initiative in Örebro (named Coronahjälpen, which launched and operated via a Facebook group) examined and compared. Additionally, the pattern exercised in more than a hundred cities explored. The relationship/interaction between state agents (mainly municipalities) from one side and Civil Society organizations or Community Initiatives is illustrated by applying one practical categorization of the relationship between state and Civil Society and one politico-economic categorization. For the latter, the Neo-liberal paradigm applied for such an analysis toward the relationships. Based on the primary and secondary data and the discussion upon them, the failure or success of the Swedish Crisis Management System during the Covid-19 pandemic regarding shopping needs of home-quarantined individuals was examined. In the conclusion part of the paper, a recommendation for such a system is provided.
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44

PAPILLAUD, HÉLÈNE. "The transformations of the major French energy players induced by the energy transition, the emergence of new actors, digitization from an organizational, structural, cultural point of view. : The transformations of major energy players accompanied by the weave consulting firm." Thesis, KTH, Energiteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210225.

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Today, the current energy situation is particularly difficult for major French energy players. Indeed, they have to face high energy prices - that go up and down -, have to look at renewable energies – by integrating them into their energy mix or into their distribution model - and digitize to manage their customer relations - customers’ behavior has changed and utilities have to adapt to this new behavior. They must respond to these problems while being confronted with the arrival of new entrants to the energy market: multiplication of energy players but also appearance of players in telecommunications, data…. To cope with this energy revolution, the great French utilities have no choice but to transform themselves. They must evolve technologically, digitally and also organically, structurally and culturally. The strategy of major historical energy players is therefore completely redesigned in order to give them the possibility of remaining competitive in their market and not losing their place in this revolution. They have to adapt to these new challenges and to transform themselves. Major French energy players, as ENGIE, EDF and RTE, have already started to imagine and implement new strategies to face the current energy challenges. Operational strategy consulting firms such as Weave are there to assist them in their transformation. The consultants of Weave carry out indeed numerous missions to answer the problems of these companies. Weave is here to help these companies to evolve and transform by giving them accompaniment throughout a good overview of the current energy market and current challenges of the society. Weave helps the major French energy actors to deploy new strategies, from the design of the strategy to its implementation. Indeed, Weave has developed a recognized expertise to accompany its clients in the energy transition and respond to the challenges of development and transformation of their value chain. On the basis of innovative offers, Weave intervenes with general management and dedicated businesses.
Den nuvarande situationen på energimarkanden är en utmaning för många stora franska energiaktörer. Huvudutmaningarna består idag av höga elpriser som går upp och ned på en volatil marknad, en övergång till förnyelsebara energikällor samt en nödvändig och omfattande digitalisering där särkslit kundrelationerna förändras och utvecklas. Nya aktörer från andra branscher etablerar sig på energimarknaden med nya typer av tjänster och detta innebär att befintliga aktörer måste utveckla nya affärsmodeller. Nya preferenser och beteenden hos kunderna ställer även det nya krav. För att klara denna energirevolution, har franska etablerade energibolag inget annat val än att transformera sig. De måste utvecklas teknologiskt, digitalt men också organisatorisk, strukturellt och kulturellt. Stora historiska energiaktörer behöver därför nya strategier för att förbli konkurrenskraftiga på sina marknader och inte förlora marknadsandelar. Stora franska energiaktörer som ENGIE, EUF och RTE har redan påbörjat detta arbete och nya strategier utvecklas för att möta de aktuella utmaningarna på energiområdet. Strategikonsultföretag som Weave finns där för att hjälpa energibranschens aktörer i denna omvandling. Weave har redan genomfört många uppdrag inom detta område och kan med sin breda kompentens och erfarenhet hjälpa dessa företag att utvecklas och förändras via en god översikt av nuvarande energimarknad och aktuella utmaningar i samhället i allmänhet. Weave kan bistå de stora franska energiaktörerna i framtagande av nya strategier inklusive genomförande. Genom långsiktigt arbete har Weave utvecklat sin expertis och är därför väl lämpade att leda sina kunder i energiomställningen och svara på de utmaningar som en utveckling och omvandling av kundernas värdekedjor innebär.
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45

Coelho, Maíra Castilhos [UNESP]. "As múltiplas presenças do ator: novas relações e inovações em territórios cênicos." Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/151654.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
A pesquisa aqui proposta pretende refletir sobre as formas de presença do ator existentes no teatro a partir da fusão com a linguagem cinematográfica. Sob o ponto de vista do ator, foi pesquisada a nova dimensão da sua presença no palco, caracterizada pela utilização da câmara e do microfone. Para tanto, introduzimos uma breve história do teatro durante o surgimento do cinema visando contextualizar os estudos e reflexões contidos nos capítulos seguintes, nos quais serão aprofundados os avanços tecnológicos que culminaram no momento presente. Ao estudar as possibilidades do uso de recursos digitais no teatro, o foco é direcionado para as relações entre ator, câmera e projeção, visando investigar as possíveis formas de presença que vem sendo exploradas no teatro. Assim, o estudo é desenvolvido a partir das encenações: "E se elas fossem para Moscou?", de Christiane Jatahy; "King of War", de Ivo Van Hove; " Le Projet Andersen", de Robert Lepage; "The Tempest", de 4DArt; "Eraritjaritjaka", de Heiner Goebbels. A escolha dos espetáculos se deu devido a diferentes formas de captação e projeção das imagens em vídeo, que possibilitam, formas distintas de presença e de convívio entre ator-câmera-espectador. Por fim, é esperado, também, que o estudo propicie subsídios analíticos para a investigação das novas possibilidades deste “teatrodigital” e das tendências que se desanuviam em um futuro próximo de evolução tecnológica e diversificação técnica.
The present research intends to reflect on actor’s types of presence in theatre from the fusion with the cinematographic language. Under the actor’s point of view, it was researched a new dimension of his presence on stage, characterized by the use of camera and microphone. To this end, the study begins with a short history of theatre during the rise of cinema so as to contextualize the studies and reflections contained in future chapters, which present technological advances culminating in the present day. In studying the possibilities of this “theatre-cinema”, the research focuses on relationships between actors, cameras, and projections, as well as investigating possible forms of presence that both cinema and theatre explore, and that enable new relations between actors and spectators to be formed. The study examines the following scenic productions: "E se elas fossem para Moscou?" by Christiane Jatahy; "King of War", by Ivo Van Hove; "Le Projet Andersen", by Robert Lepage; "The Tempest", by 4DArt; and "Eraritjaritjaka", by Heiner Goebbels. The choice of productions is based on different forms of capturing and projecting video images, which allow for distinct modes of presence and of interaction between actors, cameras, and spectators. Finally, the research also aims to supply analytic tools toward the investigation of new possibilities of this “theatre-cinema” and of tendencies that will arise in the near future, based on technological evolution and technical diversification.
FAPESP: 2013/06541-3
FAPESP: 2015/06139-6
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46

Steinbach-Hüther, Ninja. "La circulation du savoir africain : présence et reception de la littérature académique africaine en Allemagne et en France." Thesis, Paris Sciences et Lettres (ComUE), 2017. http://www.theses.fr/2017PSLEE088.

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Bien que la globalisation culturelle laisse supposer qu'il soit possible de produire et de recevoir de façon égalitaire des informations partout dans le monde, les cartes du savoir sont en réalité caractérisées par un déséquilibre énorme. Le projet analyse ce phénomène en s’appuyant sur l‘exemple du transfert trilatéral de la littérature académique africaine en France et en Allemagne depuis les années cinquantes. D’une part, le but principal de ce projet est de relever la quasi totalité des livres et recueils universitaires en sciences sociales et humaines rédigés par des intellectuels africains et publiés dans des maisons d’édition allemandes et françaises. D’autre part, l’analyse des résultats quantitatives est basée sur une approche macro-perspective en s’appuyant sur les études qualitatives sur le sujet préexistantes. L’analyse quantitative et la classification des résultats ainsi que leur interprétation permettent actuellement d’obtenir des connaissances étonnantes, non seulement sur des continuités et discontinuités dans la publication de la littérature universitaire en provenance d’Afrique sur une période d‘environ soixante ans, mais également sur les profils géographiques, thématiques et temporels des maisons d’édition ainsi que sur leurs préférences personnelles, éditoriales et linguistiques. Grâce à la collection de données, le filtrage, le traitement ultérieur et la visualisation, nous pouvons alors comprendre quelle « Afrique scientifique » a finalement été transmise et importée, pour la période définie (1950-2012), à ces deux marchés du livre. Cette approche permet d’envisager de nouvelles hypothèses et interprétations pour l’analyse de la circulation du savoir africain, à l’instar des publications en sciences sociales et humaines. Une approche établie pour la recherche sur le franchissement culturel des frontières constitue le concept de transfert culturel. Pour ce travail, le concept fournit des approches théoriques et pratiques essentielles. En combinant différentes méthodes pour lesquelles les « digital humanities » ont été de plus en plus souvent sollicitées, l’approche méthodologique va vers une reconstruction complète du transfert, en utilisant aussi bien les analyses quantitatives que qualitatives
Even though international interconnectedness and globalization evoke the idea of being able to produce and receive knowledge equally all over the world, the maps of knowledge are unevenly distributed on a global scale. My dissertation project analyses this phenomenon by examining the trilateral, multidimensional transfer of African academic literature to Germany and France since the 1950s.The research interest of this project is to determine and organize the entire spectrum of publications from the social sciences and the humanities written by African authors and published in German and French publishing houses. The quantitative analysis on a macro level is based on already existing qualitative studies in the field. The quantitative analysis and the classification of the results give valuable knowledge about continuities and discontinuities in the publication of African academic literature over the span of six decades (1950-2012). The research further examines and elaborates upon geographical, thematic, and temporal profiles of the publishing houses as well as their personal, editorial, and linguistic preferences. By means of collecting, filtering, processing, and visualizing the data, it is possible to find out what kind of “academic Africa” has finally reached the two national book markets. This approach helps to identify new hypotheses and interpretations concerning the circulation of African knowledge in general through the specific example of academic literature from the social sciences and the humanities. Providing important theoretical and practical approaches for this project, the concept of cultural transfers is an established approach for analysing cultural border crossings between countries and regions. The methodological approach combines different methods and, for the data processing, includes examples from the digital humanities to realize an all-embracing reconstruction of the entire transfer process in both a quantitative and qualitative sense
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47

Jaume, Bennasar Andrés. "Las nuevas tecnologías en la administración de justicia. La validez y eficacia del documento electrónico en sede procesal." Doctoral thesis, Universitat de les Illes Balears, 2009. http://hdl.handle.net/10803/9415.

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La tesis se encarga de analizar, por un lado, la integración y el desarrollo de las nuevas tecnologías en la Administración de Justicia; y, por otro, los parámetros que constituyen la validez y eficacia del documento electrónico.
La primera cuestión se centra en la configuración de los Sistemas de Información de la Oficina Judicial y del Ministerio Fiscal, así como de la informatización de los Registros Civiles, donde el art. 230 LOPJ es la pieza clave. Se estudian sus programas, aplicaciones, la videoconferencia, los ficheros judiciales y las redes de telecomunicaciones que poseen la cobertura de la firma electrónica reconocida, donde cobran gran relevancia los convenios de colaboración tecnológica. La digitalización de las vistas quizá sea una de las cuestiones con más trascendencia, teniendo en cuenta que el juicio es el acto que culmina el proceso. Aunque no todos los proyectos adoptados en el ámbito de la e.justicia se han desarrollado de forma integral, ni han llegado a la totalidad de los órganos judiciales. El objetivo final es lograr una Justicia más ágil y de calidad, a lo cual aspira el Plan Estratégico de Modernización de la Justicia 2009-2012 aprobado recientemente.
En referencia a la segunda perspectiva, no cabe duda que el Ordenamiento jurídico y los tribunales, en el ámbito de la justicia material, otorgan plena validez y eficacia al documento electrónico. Nuestra línea de investigación se justifica porque cada vez son más los procesos que incorporan soportes electrónicos de todo tipo, ya sea al plantearse la acción o posteriormente como medio de prueba (art. 299.2 LEC). Entre otros temas examinamos el documento informático, la problemática que rodea al fax, los sistemas de videograbación y el contrato electrónico.
La tesi s'encarrega d'analitzar, per una part, la integració i el desenvolupament de les noves tecnologies dins l´Administració de Justícia; i, per l'altra, els paràmetres que constitueixen la validesa i l'eficàcia del document electrònic.
La primera qüestió es centra en la configuració dels Sistemes d´Informació de l´Oficina Judicial i del Ministeri Fiscal, així com de la informatització dels Registres Civils, on l'art. 230 LOPJ es la peça clau. S'estudien els seus programes, aplicacions, la videoconferència, el fitxers judicials i les xarxes de telecomunicacions que tenen la cobertura de la firma electrònica reconeguda, on cobren gran rellevància els convenis de col·laboració tecnològica. La digitalització de les vistes tal vegada sigui una de les qüestions amb més transcendència, tenint amb compte que el judici es l'acte que culmina el procés. Però no tots el projectes adoptats en l'àmbit de la e.justicia s'han desenvolupat d'una manera integral ni han arribat a la totalitat dels òrgans judicials. L'objectiu final es assolir una Justícia més àgil i de qualitat, al que aspira el Pla Estratègic de Modernització de la Justícia 2009-2012 aprovat recentment.
En referència a la segona perspectiva, no hi ha dubte que l´Ordenament jurídic i els tribunals, en l'àmbit de la justícia material, donen plena validesa i eficàcia al document electrònic. La nostra línia d'investigació es justifica perquè cada vegada son més el processos que incorporen suports electrònics de tot tipus, ja sigui quant es planteja l'acció o posteriorment como a medi de prova (art. 299.2 LEC). Entre altres temes examinem el document informàtic, la problemàtica que envolta al fax, els sistemes de videogravació i el contracte electrònic.
The thesis seeks to analyse, on the one hand, the integration and development of the new technologies in the Administration of Justice; and, on the other, the parameters which constitute the validity and efficiency of the electronic document.
The first question centres on the configuration of the Information Systems of the Judicial Office and the Public Prosecutor, as well as the computerisation of the Civil Registers, where the art. 230 LOPJ it's the part key. Their programmes, applications, the Video Conferencing, the judicial registers and the telecommunication networks which are covered by the recognised electronic signatures, are studied, where the agreements on technological collaboration gain great relevance. The digitalisation of evidence might perhaps be one of the questions with most consequence, bearing in mind that the judgment is the act by which the process is culminated. Although not all the projects adopted within the compass of e.justice have developed completely nor have reached all the judicial organs. The final objective is to achieve an agile, quality Justice, to which the recently approved Strategic Plan for the Modernisation of Justice aspires.
With reference to the second perspective, there is no doubt that the juridical Ordinance and the tribunals within the compass of material justice grant full validity and efficacy to the electronic document. Our line of investigation is justified because there are more and more processes which are sustained by electronic supports of all kinds, whether it be at the establishment of the action or later, as a proof of it (art. 299.2 LEC). Amongst other things, we examine the computerised document, the problems which surround the fax, the systems for video recording and the electronic contract.
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48

Samur, Sebastian. "Actor and technology : appropriating digital media into the creative process." Mémoire, 2012. http://www.archipel.uqam.ca/4904/1/M12498.pdf.

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Réfléchissant à l'utilisation croissante de la technologie sur la scène contemporaine, ce mémoire-création a pour but d'analyser l'incorporation des technologies numériques dans le jeu de l'acteur-créateur. La recherche est divisée en trois parties examinant les aspects historiques, théoriques et pratiques, ce qui permet un regard plus global sur le sujet. D'abord, le mémoire présente les histoires parallèles de la technologie sur scène et du jeu d'acteur au XXe siècle. Il est constaté que leurs chemins sont restés assez indépendants au début du siècle, se croisant de plus en plus lors des années 1960s et 1970s. Vers la fin du XXe siècle, par contre, les recherches sur le jeu d'acteur ont diminué, alors que l'intérêt est resté fort pour les laboratoires technologiques. Suite à cet aperçu historique, le mémoire examine le travail d'un praticien et théoricien américain, David Saltz, qui explore l'utilisation de technologies variées sur scène. Saltz a suggéré une taxonomie de 12 rôles technologiques pour classifier les différentes utilisations des technologies au théâtre, ce qui aide à mieux cerner les recherches portant sur la technologie. La taxonomie de ce mémoire a été utilisée pour encadrer une exploration pratique en utilisant un seul élément technologique : la projection. Adoptant une approche basée sur un théâtre corporel - notamment par les techniques du masque neutre et du mime - le laboratoire a exploré le rôle des costumes interactifs par le biais des projections. Les résultats du travail pratique ont été présentés lors d'une conférence-démonstration, dans un contexte de répétition pour mettre l'accent sur le processus de création. Les techniques présentées portèrent sur l'installation de l'équipement, sur la sélection des projections, ainsi que sur le mouvement de l'acteur. Le mémoire-création conclut en reliant les trois parties de la recherche, suggérant d'autres possibilités d'exploration et affirmant l'intérêt de relier les recherches du jeu d'acteur avec celles de la technologie. ______________________________________________________________________________ MOTS-CLÉS DE L’AUTEUR : Technologies numériques, acteur-créateur, jeu d'acteur, projections, costumes interactifs, masque neutre, mime, interdisciplinarité, intermédialité
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49

Li, Yueh-Tse, and 李岳澤. "A unified approach to the motion planning of an autonomous digital actor with multiple motion abilities." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/47829819181555442838.

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碩士
國立政治大學
資訊科學學系
95
Enabling a digital actor to move autonomously in a virtual environment is a challenging problem that has attracted much research attention in recent years. Many researches have been also to generate the motion of a digital actor in an uneven layered environment. In this thesis, we have extended our previous work to enable the digital actor to have the ability of jumping over a barrier and the ability of manipulating obstacles in order to make room for passing. Most previous work in generating manipulation plans for obstacles must first decide the order of manipulation and then manipulate obstacles in accordance with the sequence. In this thesis, we design a motion planner that can take all motion abilities of the digital actor into account in generating a collision-free path in a layered environment cluttered with various types of obstacles. This planer takes a unified view to consider all types of motions including manipulating objects that could change the system configuration. The experimental results will be demonstrated with several simulation examples to show the effectiveness of the system
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50

Hsu, Wen Chuan, and 許文娟. "The Study of Value Co-creation of The Production Committee Model in Japan by Actor-Network Theory: Implications for Taiwan's Original Comics in Digital Content and Co-creation Community Development." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/48s3c7.

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碩士
國立清華大學
高階經營管理碩士在職專班
103
Impacted by the evolution of information technology, digital content has been the major form of modern cultural development. The path of the software and hardware development for digital content industry in Taiwan is comparatively fast. However, the industry still struggles for the creation of original content as well as the right business models for the ever changing markets. The former is resulted from the education and the cultural attainment of profession, and the latter is the key successful factor for improving the total value of the industry. It has been a normal practice the people directly use computer tools to create digital content and then publish their works through the digital platforms on the internet. Content producers become the integrators to orchestrate the different teams of storytelling, visual effect, musical composition, and user interface design. All these professional services as mentioned above accomplish the core of the original content. The profit sharing mechanism for all the actors in the network is achieved by interconnecting the professional services in the value chain of the industry. In the domain of cultural creation and digital content, comic is a fundamental material. This research discusses the possible alternative ways to reform the value chain of the digital content industry in Taiwan by investigating the Production Committee Model in Japan and applying the Actor Network Theory. The goal of this research is to find out the methods, workflows and driving factors to make an innovated service system for comic industry in Taiwan. This research shows the insight of providing a feasible way to form a new industry value chain for the digital content industry in Taiwan.
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