Dissertations / Theses on the topic 'Media, visual and digital culture'
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Figueira, Rodrigo Minelli. "Laboratório de signos: a produção de significações na cultura visual digital." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/4997.
Full textThe general objective of this research is to analyze the way as the discursives strategies in what Andrew Darley defined as being the visual digital culture and it s relation with the technological possibilities and medias of communication. In its book Visual Digital Culture he defines that way the cultural forms appeared from dissemination of the graphic computer and considered it while a cultural phenomena. The idea is reach to understand of how semiotics status expressed in languages, speeches, sorts, formats, messages is conformed by the technology/media used to express them. Tries to understand how contemporaries semiotics are codified by the machines and the cultural implications of this codification. The theoretical aproach of the present work is in the studies of Semiotics of Culture. To reach our objectives we intend in basically supporting them in the works of two of these authors, Mikhail Bakthin and Iuri Lotman and in the concepts of dialogism and poliphony of first and the notion of text of the culture and the semiosphere of the second one. We will search to bring the reflection of these authors to dialogue with other authors who have attemped to reflect on the occured transformations from the dissemination of the technologies of communication and information from middle of the XX century, as the proper Darley, Lev Manovich, Paul Miller and Arlindo Machado among others. The object chosen for our research is the work of the group feitoamãos , collective of artists who since 1999 dedicate the research and experimentation to it in electronic art, having carried through single channel videos, web-art, installations and performances. We will search through the analysis of the expressiveness structures of the presentations of the group to understand the flow established between the diverse languages used in its works. Our main hypothesis is of that fragmentation, simultaneness, reiteration, not-linearity and noises they adopted are expressiveness resources inside of the context of the visual digital culture and that they are some of the characteristics and necessities of the urban condition that if they reflect, at the same time that they are expressed through and in the media. We also understand that as well as the technologies open new expressiveness possibilities, the limitations of one specific media determine the signing productions in that media. We analyze what forms they had and which are the current characteristic forms of expression of that culture. if these consolidate from the cultural configurations of determined time we can assume that at the same time that they reflect the technical possibilities, they are for these determined
O objetivo geral desta pesquisa é analisar os modos como as estratégias discursivas presentes naquilo que Andrew Darley definiu como sendo a cultura visual digital se relacionam com as possibilidades técnicas e mídias de comunicação. Em seu livro Cultura Visual Digital o autor define desta maneira as formas culturais surgidas a partir da disseminação da computação gráfica e consideradas enquanto fenômenos culturais. A idéia é buscar entender de que forma os regimes semióticos expressos em linguagens, discursos, gêneros, formatos, mensagens são conformados pela tecnologia/mídia empregada para expressálos. Ou seja, entender como as formas contemporâneas são codificadas pelas máquinas semióticas e as implicações culturais desta codificação. O recorte teórico do presente trabalho se encontra nos estudos da Semiótica da Cultura. Para alcançar nossos objetivos pretendemos nos apoiar fundamentalmente na obra de Mikhail Bakthin e Iuri Lotman e nos conceitos de dialogismo e polifonia do primeiro e da noção de texto da cultura e semiosfera do segundo. Buscaremos trazer a reflexão destes autores para dialogar com outros autores que têm tentado refletir sobre as transformações ocorridas a partir da disseminação das tecnologias de comunicação e de informação a partir de meados do século XX, como o próprio Darley, Lev Manovich, Paul Miller e Arlindo Machado entre outros. O objeto escolhido para nossa pesquisa é o trabalho do grupo feitoamãos , coletivo de artistas que desde 1999 dedica-se à pesquisa e experimentação em arte eletrônica, tendo realizado vídeos single channel , web-arte, instalações e performances. Buscaremos através da análise das estruturas expressivas das apresentações do grupo compreender os fluxos estabelecidos entre as diversas linguagens presentes em seus trabalhos. A nossa hipótese principal é a de que fragmentação, simultaneidade, reiteração, não-linearidade e ruídos são recursos expressivos adotados dentro do contexto da cultura visual digital e que são algumas das características e necessidades da condição urbana que se refletem, ao mesmo tempo que são expressos através e nos mídia. Acreditamos também que, assim como as tecnologias abrem novas possibilidades expressivas, as limitações técnicas de uma dada mídia determinam as produções sígnicas naquela mídia. Analisamos de que forma se dão e quais são as atuais formas de expressão características desta cultura; se estas se consolidam a partir das configurações culturais de determinada época podemos supor que ao mesmo tempo que refletem as possibilidades técnicas, são por estas determinadas
Kelly, Aryn. "Mobilizing Images of Black Pain and Death through Digital Media: Visual Claims to Collective Identity After “I Can’t Breathe”." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7827.
Full textMatamoros-Fernandez, Ariadna. "Platformed racism: The Adam Goodes war dance and booing controversy on twitter, YouTube, and Facebook." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/120573/1/Ariadna_Matamoros%20Fernandez_Thesis.pdf.
Full textAkil, Hatem Nazir. "The visual divide Islam vs. the West, image peception in cross-cultural contexts." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4733.
Full textID: 030646224; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 204-217).
Ph.D.
Doctorate
Arts and Humanities
Texts and Technology
Björck, Catrine. ""Klicka där!" : En studie om bildundervisning med datorer." Doctoral thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-101997.
Full textRais, Saadia Subah. "Can You Hear Me? Reflexive Feminist Methodologies and Diasporic Self-Representation in the Digital Age." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71763.
Full textMaster of Science
Lewis, Kelly M. "Digitally mediated martyrdom: The visual politics of posthumous images in the popular struggle for social justice." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/202083/1/Kelly_Lewis_Thesis.pdf.
Full textFiorelli, Marilei Cátia. "Artemídia e educação na UFRB: mapeando mudanças no contexto educacional a partir da cultura digital." Faculdade de Educação, 2016. http://repositorio.ufba.br/ri/handle/ri/24516.
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O foco de investigação desta pesquisa são as obras de artemídia produzidas pelos primeiros estudantes formados pelo Bacharelado em Artes Visuais com ênfase em multimeios da UFRB, Universidade Federal do Recôncavo da Bahia, na cidade de Cachoeira. Através do processo de criação destas obras, podemos visualizar um panorama do processo educacional e de seu contexto em tempos de cultura digital. Nosso objeto de estudo são os Trabalhos de Conclusão de Curso, que tratam da temática de artemídia, e nosso corpus empírico são doze TCCs produzidos dentro deste recorte, defendidos em 2014-15, pela primeira turma de ingresso no curso. Trata-se do primeiro conjunto de produção artística de artemídia dentro de um espaço institucional de ensino superior no interior da Bahia. A questão central é discutir se esses alicerçam-se em práticas da cultura digital como o trabalho colaborativo em rede, na cultura hacker, e a cultura livre, e se estas se refletem também no campo da educação. A opção metodológica adotada é descritiva quanto aos objetivos; quanto aos procedimentos técnicos, é um estudo de caso; e quanto ao tratamento dos dados é predominantemente qualitativa. Analisamos os TCCs artemidiáticos produzidos, categorizando, identificando e articulando sua produção com o contexto educacional, mapeando algumas mudanças em curso, suas implicações e suas apropriações. Como referencial teórico, nos utilizamos de conceitos em torno dos campos da cultura e arte digital e da educação contemporâneas, e seus processos de reconfiguração na cibercultura. Os resultados da pesquisa apontam que dos doze TCC’s, nove são pautados por tópicos relevantes da cultura digital. Estes, criados em uma graduação recém implantada, de uma universidade também recém implantada no interior da Bahia. Mesmo deslocada de um grande centro urbano, esta graduação apresenta em seu currículo componentes que dão suporte e viabilizam a criação em artemidia. Pela leitura e interpretação qualitativa dos trabalhos criados, foram identificadas categorias de conceitos implicados da cultura digital, que apontam caminhos e nos apresentam um panorama do contexto educacional de ensino no qual estão inseridos. Nota-se assim indícios de um processo educacional que potencialmente se instaura a partir das tecnologias e da cultura digital, que também se apoia e se reflete - a exemplo das obras produzidas - nas práticas colaborativas, na cultura livre e na cultura hacker.
ABSTRACT The aim of this research is the works of media art produced by the first students graduated in Visual Arts with an emphasis on multimedia, at Federal University of Recôncavo da Bahia - UFRB - in the city of Cachoeira. Through the creation process of these artworks, we can have an overview of the educational process in digital culture times. Our object of study are those artmedia work, created as final graduation projetc. Our empirical corpus are twelve artworks produced within this cut, defended in 2014-15, the first gratuated alumni. This is the first artistic production set of media art in a higher education in the countryside of Bahia. The core issue is to discuss the digital culture practices such as collaborative networking, the hacker culture and free culture, and if whether they are also reflected in education. The adopted methodological option is descriptive and a case study; and is predominantly qualitative. We analyze the produced media artworks, categorizing, identifying and articulating their production with the educational context, mapping out some changes in course, whith its implications and appropriations. As a theoretical concept, we use culture and digital art and contemporary education, as well as its reconfiguration process in cyberculture. The results show that nine out of twelve artworks are guided by relevant topics of digital culture. These artworks were created in a newly implemented graduation course, at a university also recentely created. Even being located far from a large urban center, this graduation show in its curriculum components that give support and enable the creation of media art. categories were identified implicated concepts of digital culture, pointing paths and present an overview of the educational teaching context in which they are inserted from reading and qualitative interpretation of the artwowks. Through this evidences we could notice that the educational process is potentially established from digital culture, which also supports and reflects the collaborative practices, the free culture and hacker culture.
Fusari, Massimiliano. "Post-produced cultures : meta-images, aesthetics and the Hawzas." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/15360.
Full textRapoport, Robert S. "The iterative frame : algorithmic video editing, participant observation & the black box." Thesis, University of Oxford, 2016. https://ora.ox.ac.uk/objects/uuid:8339bcb5-79f2-44d1-b78d-7bd28aa1956e.
Full textThe conclusion looks at the implications this way of relating to AI-especially commercial AI-through embodied performance could foster a more critical relationship to the proliferating black-boxed modes of production.
O'Brien, Annamarie L. "Mind over Matter: Expressions of Mind/Body Dualism in Thinspiration." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1369057408.
Full textBluteau, Joshua Max. "Authenticity, performance and the construction of self : a journey through the terrestrial and digital landscapes of men's tailored dress." Thesis, University of St Andrews, 2018. http://hdl.handle.net/10023/16576.
Full textPalmer, Daniel Stephen Vaughan. "Participatory media : visual culture in real time /." Connect to thesis, 2004. http://eprints.unimelb.edu.au/archive/00000125.
Full textWatkins, Sean Edward. "Media Literacy and the Digital Age." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1242223666.
Full textArtrip, Ryan Edward. "Virulence and Digital Culture." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/80512.
Full textPh. D.
Johnson, Robin Scott. "The digital Illusio: gender, work and culture in digital game production." Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/524.
Full textDinnen, Zara. "Mixed media : representing the digital in contemporary American culture." Thesis, Birkbeck (University of London), 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.590625.
Full textDeguillaume, Frédéric. "Hybrid robust watermarking and tamperproofing of visual media /." Genève : Université de Genève, 2002. http://www.loc.gov/catdir/toc/fy0707/2005438894.html.
Full textAyers, Drew R. "Vernacular Posthumanism: Visual Culture and Material Imagination." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/communication_diss/34.
Full textWictor, Jönsson. "The use of popular and digital culture to facilitate literacy learning." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-28447.
Full textMencia, Maria. "From visual poetry to digital art : image-sound-text, convergent media, and the development of new media languages." Thesis, University of the Arts London, 2003. http://ualresearchonline.arts.ac.uk/2280/.
Full textBainbridge, Jason. "Visual law : an exegesis of vernacular jurisprudence in popular media /." [St. Lucia, Qld.], 2005. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18608.pdf.
Full textMoore, Shannon D. M. "Producing pedagogy : examining masculinities, femininities and sexualities in/through visual digital media." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/46352.
Full textSproul, Janene. "Visual light hypersensitivity, classroom digital media and inclusive pedagogy: Untangling the maze." Thesis, Sproul, Janene (2019) Visual light hypersensitivity, classroom digital media and inclusive pedagogy: Untangling the maze. PhD thesis, Murdoch University, 2019. https://researchrepository.murdoch.edu.au/id/eprint/57292/.
Full textLööf, Linnéa. "Visual kei memes : Digital fanart i en nätgemenskap." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6495.
Full textMarner, Anders. "Digital media embedded in Swedish art education : a case study." Umeå universitet, Institutionen för estetiska ämnen i lärarutbildningen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-71559.
Full textSkolämnesparadigm och undervisningspraktik i skärmkulturen – bild, musik och svenska [“School subject paradigms and teaching practice in the screen culture – art, music and Swedish”].
Abler, Jensen. "Rendering and Compositing for Visual Effects." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/honors/232.
Full textPurushotma, Ravi. "Communicative 2.0 : video games and digital culture in the foreign language classroom." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39145.
Full textI explore two core concepts in today's youth entertainment culture that will increasingly become central in future attempts to design affordable foreign language learning materials that hope to bridge the chasm between education and foreign popular culture. In the process, I outline a series of example applications that apply these concepts to developing rich foreign language materials -- starting with more experimental/long-term approaches such as using video game modding techniques to make language learning friendly video games and ending with more concrete, ready-to-go, applications like extending open source content management applications. The first concept I look at is that of "Remix culture." In short, Remix culture describes the way in which youth culture today more visibly orients itself around creating media by extracting component pieces from other people's media creations, then connecting them together to form something new. In the video game world this phenomena is more specifically termed 'modding.' In this process, amateur fans take a professional commercial game title and then modify it in creative ways that the original designers may not have considered.
(cont.) Outside of video games, we see terms like "web 2.0" used to describe technologies that allow website viewers to play a role in authoring additions to the sites they are reading, or "mashups" where users use programming interfaces to rapidly create web content by mashing together pieces from different sources. The second emerging concept critical for curricular designers to follow is that of transmedia storytelling. Traditionally, one might assume a model in which distinct media forms are used to serve distinct cultural practices: television or novels tell stories, video games are for play, blogs for socializing and textbooks for learning. While initially this may have been the case, as each of the media forms above have evolved, they have expanded to cover multiple other cultural practices, often by extending across other media forms. By following the evolution of the interactions between these various media forms and activities within entertainment industries, we can find valuable insight when forecasting their possible interactions in the education industry.
by Ravi Purushotma.
S.M.
SOUZA, ANDREIA DURVAL GRIPP. "THE CHURCH IN THE DIGITAL MEDIA CULTURE ERA: CHALLENGES, PATHS AND PERSPECTIVES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=30220@1.
Full textCONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Estudiosos de comunicação e de tecnologia afirmam que a Internet não é meramente um instrumento, um meio, mas sim um ambiente, com uma forma de se viver própria, que expande sua configuração para outros ambientes e constrói um novo jeito de ser, de pertença, de relacionamento. As novas tecnologias possibilitam a criação de aparelhos que passaram a fazer parte da vida do homem hodierno, chegando a serem considerados uma extensão dele próprio. O ser humano já não se entende sem os meios eletrônicos de comunicação, a ponto de se sentir perdido quando esquece ou perde o celular, ou mesmo quando a conexão com uma rede sem fio não funciona. Diante dessa realidade, a Igreja é desafiada a pensar como poderá ser Sacramento da Salvação no mundo digital e integrar a mensagem do Evangelho a esse novo ambiente. Esta dissertação tem como objeto de estudo a necessidade de uma mudança de perspectiva pastoral para que a Igreja possa continuar a cumprir a sua missão de comunicar o Evangelho e instaurar o Reino de Deus nos tempos atuais. É preciso pensar a ação pastoral em chave de comunicação, focada não mais nos meios, mas na cultura midiática, para que, nesse processo necessário de diálogo inculturado, aconteça a conversão pastoral da Igreja, em prol da produção de uma linguagem que seja capaz de comunicar o Evangelho e seus valores a homens e mulheres de nosso tempo.
Communication and technology scholars say that the Internet is not merely an instrument, a means, but an environment, with its own way of living, which expands its configuration to other environments and builds a new way of being, of belonging, of relationship. The new technologies allow the creation of devices that have become part of the life of the modern man, coming to be considered an extension of himself. The human being no longer understands itself without the electronic means of communication, to the point of feeling lost when he forgets or loses his cell phone, or even when the connection to a wireless network does not work. Due to this reality, the Church faces the challenge to think how it can be the Sacrament of Salvation in the digital world and integrate the Gospel message into this new environment. This dissertation aims to study the need for a change of pastoral perspective so that the Church can continue to fulfill her mission of communicating the Gospel and establishing the Kingdom of God in our times. It is necessary to think of the pastoral action with the communication as a key point, focused no longer on the media, but on the media culture.Thus, in this necessary process of inculturated dialogue, the pastoral conversion of the Church will happen, towards the production of a language that is capable ofcommunicating the Gospel and its values to the men and women of our time.
Wanjema, Richard Wachira. "INTERACTIVE MEDIA and CULTURAL HERITAGE: Interpreting Oral Culture in a Digital Environment." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1343405232.
Full textMagladry, Madison Rose. "Fitspiration or Fitsploitation? Postfeminism, Digital Media and Authenticity in Women’s Fitness Culture." Thesis, Curtin University, 2018. http://hdl.handle.net/20.500.11937/75531.
Full textHuffstetter, Olivia Claire. "Feminist Pedagogy, Action Research, and Social Media: TabloidArtHistory's Influence on Visual Culture Education." The Ohio State University, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1619043241765287.
Full textWinczewski, Marianna Jadwiga. "Consumption, pastiche and identity in postmodern visual culture." Diss., University of Pretoria, 2008. http://hdl.handle.net/2263/23499.
Full textDissertation (MA)--University of Pretoria, 2010.
Visual Arts
unrestricted
Nordström, Niklas. "Organizational culture in Slack : The relationship between organizational culture and digital collaboration tools." Thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72399.
Full textSyftet med den här studien var att utforska organisationskultur i en digital miljö, så att en ökad förståelse för de två ämnena kunde utvecklas. Intresset för ämnet kom från observationer och reflektioner införskaffade under en tidigare praktik på en mindre organisation som använde den digitala plattformen Slack i sitt dagliga arbete. För att besvara syftet med studien formulerades en huvudsaklig forskningsfråga; ’Vad är relationen mellan organisationskultur och en digital plattform som Slack?’, och två sekundära frågor; ’Hur används Slack som lösning för problem med intern integration?’, och ’Hur används Slack för att lösa problem med extern anpassning?’. De sekundära frågorna kom från en operationalisering av Scheins (2010, p.18) väl använda definition av organisationskultur. Den kvalitativa metoden netnografi användes för att studera beteende och interaktioner mellan medlemmarna i en mindre organisation. Genom deltagande observationer i kombination med fältanteckningar och observationer från den tidigare praktiken kunde forskningsfrågorna framgångsrikt besvaras. Resultatet visade att Slack användes som ett verktyg för att behålla struktur och ordning under problem med extern anpassning, uppkomna till följd av en omorganisering av företaget. En minskning av aktiviteten i Slack visade att själva användandet av Slack är kopplat till en viss tidsperiod och enkelt kan bytas ut vid förändrat behov, men också att uppskattade beteenden och riter skapade genom användandet av Slack kan leva vidare utanför mediet. Resultatet visade också att Slack framgångsrikt fungerade som ett verktyg för att lösa problem med intern integration. Genom att låta nya medlemmar effektivt komma i kontakt med både formella och informella kulturella element kunde själva essensen av kultur, underliggande förgivettaganden, snabbt läras ut. Effektiviteten av att använda Slack för intern integrering visades också föra med sig ett eget potentiellt problem, en upplösning av gränsen mellan privat och arbete. Svaret på den huvudsakliga forskningsfrågan var att Slack är en artefakt, innehållandes andra artefakter, som lever i symbios med organisationen. Även om Slack kan hjälpa en organisation att hantera problem med extern anpassning och intern integrering, fungerar Slack inte som en ensam källa för att förstå och bli en del av en organisation och dess kultur, eftersom organisationen och dess kultur alltid kommer att leva vidare och utvecklas utanför det digitala mediet.
Venter, Marija Anja. "Patchworked creative practice and mobile ecologies." Doctoral thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/28365.
Full textTornero, Stephen A. "Motivating young adolescents in an inclusion classroom using digital and visual culture experiences: An action research." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1429210198.
Full textHellström, Sarah K. "More Than Digital Makeup : The Visual Effects Industry as Hollywood Diaspora." Thesis, Stockholms universitet, Filmvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-116054.
Full textFARIAS, Romerita Silva. "Olhar digital: a mensagem dos jovens na produção de vídeos do Proi-Digital." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/18003.
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CAPES
O que comunicam e quais as mensagens de jovens anônimos e leigos na linguagem do audiovisual, participantes das oficinas do Programa de Extensão da Universidade Federal de Pernambuco (UFPE), Proi-Digital, em execução desde 2010? Partindo do questionamento acima, esta pesquisa do tipo descritiva busca analisar as produções de vídeo, de jovens participantes de oficinas do Programa de Extensão, que ocorrem no interior de escolas públicas, no que se refere às mensagens que eles comunicam nessas produções e suas expressões de reflexão e crítica. Nesse sentido, o aporte teórico discute o universo juvenil, assim como explora os campos da comunicação, da educação e da cultura visual, utilizando como referências Martin-Barbero (1997), Hernández (2011), Penteado (1998), Belloni (2001) e Orofino (2005). A metodologia de natureza qualitativa é baseada no que preconiza Minayo (2001). Com mais de 18 vídeos produzidos, nesses quatro anos de Programa, para a amostra da pesquisa, foram analisados apenas 04 vídeos, os quais foram produzidos para as pesquisas realizadas nos anos de 2012 e 2013 com metodologias distintas. A análise desse material está contemplada em dois grupos de dados. O primeiro são os vídeos com a análise textual como modalidade fílmica, com ênfase na análise fílmica e a análise textual discursiva. O segundo, as entrevistas com a análise textual discursiva. Na análise dos resultados percebemos a mediação como um elemento forte e colaborador para o desenvolvimento da criticidade dos jovens participantes das oficinas de vídeo. Os vídeos foram um canal para os jovens exporem suas ideias, seus anseios, um meio para falar do seu cotidiano. Uma mensagem com um tom de crítica, de denúncia e de reflexão.
The audio-visual language and messages passed from anonymous, inexperienced and young participants has communicated what in the Officine Pro-digital postgraduate programme from the University Federal of Pernambuco, running since 2010? Taking into consideration what is asked above, this descriptive research aims to analyse all the videos produced which cover youth participants from the postgraduate Officine programme. These recorded videos illustrate what happens inside state schools, by verbalising messages of the chosen students, and express their criticisms and reflections. With this in mind, the theoretical contribution of this project brings into debate the juvenile universe, by exploring the fields of communication, education, and visual culture, based on past authors‘ references: Martin-Barbero (1997), Belloni (2001), Hernández (2011), Orofino (2005) and Penteado (1998). The methodology of qualitative nature is based on what Minayo, (2001) advocates. Having more than 18 videos produced during this four-year programme, as a means of research, only 4 videos were subsequently chosen and recorded for research purposes over the period 2012 to 2013 with distinct methodologies. The analyses of these recording materials are arranged into two data groups. The first is on videos with textual analysis with filmic modality, with an emphasis on filmic analysis and discursive textual analysis. The second data analysis focuses on the interviews with discursive textual analysis. In the analysis of the results, the authors realise the mediation as a strong element and collaborator in the development of the criticality of the young participants of the Officine videos. The videos came as a communication channel for the youths to express their ideas and agonizing, as well as an opportunity to express their daily lives. This paper brings an important message with critical tones, complaints and reflections.
Sutherland, Ruari Shaw. "Moral panic 2.0 : white nationalism, convergence culture, and racialized media events." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/25385.
Full textRiggs, Nicholas Andrew. "Realizing Virtuality: Tracing the Contours of Digital Culture." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3311.
Full textMusa, Moh'd Jamil Moh'd. "Advertising design: the unappealing nature of digital & printed advertising design in Jordan." Doctoral thesis, Universidade de Évora, 2021. http://hdl.handle.net/10174/31059.
Full textPelletier, Johanne. "A matter of time : digital patina and timeboundedness in new media." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=98571.
Full textWoo, Tack. "video game culture and interactivity; An exploration of digital interactive media through a metaphorical approach to video game culture." Thesis, University of Dundee, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.510624.
Full textBoivie, Joakim. "Digital Wanderlust : Med digital materia som följeslagare i skapandet." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14703.
Full textWith this bachelor thesis I aim to bring to light the role of the computer in digital creative work. This is accomplished by treating the code that make up digital objects as a form of matter, and with Karen Barad’s agential realism and other research into digital materiality as a point of reference this matter is invited to the creative process as an actor. I’ve been striving for a glimpse of how digital matter comes to life when it’s allowed an active part in the creative process, to see how it expresses itself. By engaging with the digital matter through diffraction and remix as methods I’ve been given an insight into the core of it, and through the process I’ve been working alongside digital matter in intra action. Ultimately I can see how digital matter won’t appear alone, I myself and the computer are both entangled together with the digital matter as a result of the intra actions we’ve been engaging in. My intervention in digital matter becomes visible as glitches, traces of decay that give the digital matter, which can be so fleeting, more concrete and material characteristics. The unintelligible complexity of digital matter also comes to light when it’s allowed influence, as it appears visually. With this knowledge I’ve gained the awareness that digital matter does not have an absolute appearance, and this thesis can be seen as an investigation into how digital matter can appear.
Blicharz, Marta. "The corrosive moment : a look at the apocalyptic glitch." Thesis, Lethbridge, Alta. : University of Lethbridge, Dept. of New Media, c2012, 2012. http://hdl.handle.net/10133/3245.
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Aceti, Lanfranco. "European avant-garde : art, borders and culture in relationship to mainstream cinema and new media." Thesis, University of the Arts London, 2005. http://ualresearchonline.arts.ac.uk/7762/.
Full textMujallid, Amjaad, and Amjaad Mujallid. "Appreciating Our Diversity: Using Digital Media Creation and Consumption to Develop and Evaluate Critical Thinking and Analytical Skills for Students in the Digital Culture." Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/622930.
Full textPetit, Elyse Barbara, and Elyse Barbara Petit. "Enhancing Visual and Critical Media Literacy in a Foreign Language Classroom through Media Production and Digital Storytelling: Students' Voice and Agency." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625588.
Full textXing, Minjie. "How effective can multimedia be in language and culture learning?" Thesis, University of Salford, 2003. http://usir.salford.ac.uk/14729/.
Full textFernández, Planells Ariadna 1983. "Keeping up with the news: youth culture, social activism & digital communication." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/371740.
Full textAquesta tesi presenta una exploració global de l'ús de mitjans i informació d'actualitat a partir de l'estudi de les generacions més joves, tant en el seu dia a dia així com en situacions excepcionals. Hem abordat l’estudi dels hàbits de consum de mitjans, notícies i informació de joves i activistes, els suports utilitzats per consumir informació d'actualitat, les motivacions per consumir-la d'un mitjà o d’un altre, amb un suport o un altre i què esperen les persones joves dels continguts informatius. Es tracta d'una tesi doctoral per compendi d'articles. Sis són els articles que la composen i que contribueixen a incrementar la comprensió de les actituds informatives de les persones joves en etapes, edats i contextos diferents. A partir d'una primera aproximació al consum mediàtic de joves adolescents en les seves rutines diàries, la tesi s'endinsa en un context específic (l’activisme) i en una pràctica mediàtica definida (la cerca d’informació). Els resultats presenten un escenari ampli i complert de l'ecologia de mitjans de les persones joves i, concretament, dels i les joves activistes dels nous moviments en xarxa com el Moviment 15M o l’Umbrella Movement. D'aquesta manera, la nostra investigació aporta coneixement sobre un segment de la població d'importància vital per comprendre el futur de la comunicació, donada la seva condició de ciutadans joves, actius i compromesos amb la societat. A més, aporta models d'anàlisi que poden ser utilitzats per a futures investigacions i/o per part d'altres investigadors.
The thesis presents a global exploration of youth information behaviour, both in their daily lives and in specific situations. Media and information consumption habits among young people and young activists have been studied, as well as the media used for news consumption, the motivations to choose information from one media or another, and youth expectations about news content. This is a thesis submitted in the form of compendium of publications. Each of the six papers contributes to enhance the understanding of young people’s information behaviour in different stages, ages and contexts. The first approach is made through teenagers’ media habits. Afterwards, the thesis delves into a specific context (activism) and a particular media practice (keeping up with the news). The results show us a broad and comprehensive picture of young people’s media ecology. More concretely, it sheds light on the ecology of young activists who participated in the so-called networked social movements, such as the 15M Movement or the Umbrella Movement. Therefore, our research provides insight into a crucial age group that can help us to understand future trends of the communicative landscape. The thesis also provides models of analysis that can be used for future research and/or by other researchers.