Dissertations / Theses on the topic 'Media, visual and digital culture'

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1

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.

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The 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
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2

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.

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In the wake of Eric Garner’s 2014 public execution at the hands of NYPD officers, online spaces such as Twitter saw an influx of remediated imagery referencing Ramsey Orta’s bystander cell phone video of Garner’s death. These images often explicitly reference the chokehold that killed Garner and/or they reappropriate Garner’s last words: “I can’t breathe.” To what formal dimensions in Orta’s video are these remediated images responding? What broader cultural work is the creation of these images doing? In this project, I regard Orta’s video as the point of entry for considering the cultural work of remediating images from it, as understanding its formal dimensions are necessary to recognizing the ways in which the remediated images attend to Garner’s body. I read this video using Scott Richmond’s revision of Christian Metz’s theory of cinematic identification to identify the concerning and compelling tension between over and under-identifying with onscreen subjects in Orta’s video, ultimately asserting that aligning with any body onscreen is ultimately a choice. Further, the remediated images attending to Garner’s body signal viewer’s chosen alignment with him or Orta, and claim Garner’s death as a socially constructed cultural trauma. These claims not only signal collective identification around the trauma on behalf of those who did not initially witness it, but also express belief in Garner’s experience despite a public discourse that continually emphasized his (and other black men’s) perceived violent potential.
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3

Matamoros-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.

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This thesis introduced a new way of studying racism on social media. It developed the concept of 'platformed racism' to describe how racism emerges from the design, business models, governance, and cultures of use of digital media platforms. It applied this concept to the controversy around the booing of Indigenous Australian Football League player Adam Goodes, and used the multiplatform issue mapping method to analyse how it played out on Twitter, Facebook, and YouTube. The thesis found that racism is both structural – maintained by the platforms' infrastructure and processes – and ordinary, manifesting through everyday user practices. It concludes with recommendations for counter-racism in both platform design and social media use.
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4

Akil, 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.

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Do two people, coming from different cultural backgrounds, see the same image the same way? Do we employ technologies of seeing that embed visuality within relentless cultural and ideological frames? And, if so, when does visual difference become a tool for inclusion and exclusion? When does it become an instrument of war? I argue that we're always implicated in visuality as a form of confirmation bias, and that what we see is shaped by preexisting socio-ideological frames that can only be liberated through an active and critical relationship with the image. The image itself, albeit ubiquitous, is never unimplicated - at once violated and violating; with both its creator and its perceiver self-positioned as its ultimate subject. I follow a trace of the image within the context of a supposed Islam versus the West dichotomy; its construction, instrumentalization, betrayals, and incriminations. This trace sometimes forks into multiple paths, and at times loops unto itself, but eventually moves towards a traversal of a visual divide. I apply the trace as my methodology in the sense suggested by Derrida, but also as a technology for finding my way into and out of an epistemological labyrinth. The Visual Divide comprises five chapters: Chapter One presents some of the major themes of this work while attempting a theoretical account of image perception within philosophical and cross-cultural settings. I use this account to understand and undermine contemporary rhetoric (as in the works of Samuel Huntington and Bernard Lewis) that seems intent on theorizing a supposed cultural and historical dichotomies between Islam and the West. In Chapter Two, I account for slogan chants heard at Tahrir Square during the January 25 Egyptian revolution as tools to discovering a mix of technology, language and revolution that could be characterized as hybrid, plural and present at the center of which lies the human body as subject to public peril. Chapter Three analyzes a state of visual divide where photographic evidence is posited against ethnographic reality as found in postcards of nude and semi-nude Algerian Muslim women in the 19th century. I connect this state to a chain of visual oppositions that place Western superiority as its subject and which continues to our present day with the Abu Ghraib photographs and the Mohammed cartoons, etc. Chapter Four deploys the image of Mohamed al-Durra, a 3rd grader who was shot dead, on video, at a crossroads in Gaza, and the ensuing attempts to reinterpret, recreate, falsify and litigate the meaning of the video images of his death in order to propagate certain political doxa. I relate the violence against the image, by the image, and despite the image, to a state of pure war that is steeped in visuality, and which transforms the act of seeing into an act of targeting. In Chapter Five, I integrate the concept of visuality with that of the human body under peril in order to identify conditions that lead to comparative suffering or a division that views humanity as something other than unitary and of equal value. I connect the figures of der Muselmann, Shylock, Othello, the suicide bomber, and others to subvert a narrative that claims that one's suffering is deeper than another's, or that life could be valued differently depending on the place of your birth, the color of your skin, or the thickness of your accent. Finally, in the Epilogue: Tabbouleh Deterritorialized, I look at the interconnected states of perception and remembering within diasporic contexts. Cultural identity (invoked by an encounter with tabbouleh on a restaurant menu in Orlando) is both questioned and transformed and becomes the subject of perception and negotiation.
ID: 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
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5

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.

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The aim of this thesis is to study the teacher’s role when pupils are using computers to create their art work. Working with computers raises new questions for teachers and pupils. Working with digital technology requires teachers to develop new pedagogical, educational and classroom-oriented strategies. The aim of the study is therefore to investigate these strategies and what kinds of challenges and questions arise from them. I investigate how teachers at the senior level of compulsory school conduct education and learning in teaching situations when digital visual work is in focus.  The theory I use is Discourse Psychology combined with Bakhtin’s theory of dialogue and learning.  The Discourse Psychology approach stresses context and the idea that people construct knowledge of the world in dialogue with others. The concept of interaction is used in the study and includes how teacher and pupil interact with the use of verbal language and gestures, where the computer also can be an actor. The method consists of interviews and observation, documentation using a small video camera attached to the teacher as well as by taking notes in the classroom. When digital technology is a part of education, teachers need to have good understanding not only of handling the technology but also deciding in what way they would like to use and work with computers in education. The research contributes to an understanding of art education with computers and the conditions in school when working with digital technology.
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Rais, 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.

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In this exploratory thesis project, I consider what emerging approaches we can take as social scientists to showcase and critically engage self-representations of diasporic individuals, who often lack visibility and legibility within the dominant cultural archive. Filmmaking as a social research practice can provide rich audiovisual data, physical and social access to materials for nonacademics, and opportunities to document and share subjects' comments and settings without the limitations of transcription. This is especially salient in the emerging media landscape of Web 2.0, where digital communications technology applications (such as Facebook, Skype, and Snapchat) are accessible by a global audience, and can act as tools for cultural identity production by diasporic individuals. This project documents the experiences of several first- and second-generation Bangladeshi American immigrants in relation to digital communications technology advances within the past decade, for the purposes of collecting and sharing stories of diasporic individuals, offering a venue for self-expression through empathetic interviewing and collaborative oral history methods, and contributing to the American cultural archive in the context of emerging media and academic landscapes. The full project is comprised of this text document, alongside a short documentary film containing portions of audiovisual data from interviews which can be found at https://www.youtube.com/watch?v=Oh9puazpdrw.
Master of Science
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7

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.

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This thesis introduced a new way of studying how visual social media is used to protest unjust deaths, especially those caused by police brutality and other forms of state violence. It developed the concept of 'digitally mediated martyrdom' to describe the communication practices that emerge through the online circulation of posthumous digital images of victims. It applied this concept to the murder of Khaled Said in Egypt in 2010, and to the murder of Trayvon Martin in America in 2012. It used digital ethnography methods to explore the role that visual social media play in political discourse and protest mobilisations. The thesis found that the figure of the unintentional martyr is increasingly being deployed in social justice movements to give visibility to human rights abuses and to demand radical change.
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Fiorelli, 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.
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Fusari, Massimiliano. "Post-produced cultures : meta-images, aesthetics and the Hawzas." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/15360.

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The present work explores my practice as a photojournalist researching anthropological issues in the Muslim world. I use the Hawzas, the Muslim Shi’a seminaries, as my case study to invite a visually informed approach to the human sciences, and promote a practical usage of aesthetics. Because of the dramatic disproportion between socio-cultural relevance and under-representation, the Hawzas offer an extremely valuable opportunity to research issues of Orientalism and Orientalist visual archives. By questioning my own fieldwork practice alongside the visual signification of the Hawzas, I reconnect the pre-production to the post-production phase, and encompass within it a shared outlook issues of both the Real and the represented. I posit the photograph within wider multimedia and multi-audience practices as a stand-alone communicative device and part of a montage to assess its communicative features in relation to the verbal as a caption, and to the visual, in montage. Through this, I distinguish a phenomenological framework of analysis to urge a radical rethinking of personal and social agencies, and suggest the notion of communicative hubs for today’s globalised identities. I evince the extent to which the digital is reshaping forms of visual-led and multimedia production, knowledge distribution and media consumption to finally contextualise the photograph as ‘semantics without ontology.’ I conclude by advocating my ideas of the ‘Meta- Image’ and ‘Public Cultures 2.0’ as two integrated formats for visual-led communication, digital media practice, social engagement and public impact as specifically addressing Muslim cultures.
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Rapoport, 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.

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Machine learning is increasingly involved in both our production and consumption of video. One symptom of this is the appearance of automated video editing applications. As this technology spreads rapidly to consumers, the need for substantive research about its social impact grows. To this end, this project maintains a focus on video editing as a microcosm of larger shifts in cultural objects co-authored by artificial intelligence. The window in which this research occurred (2010-2015) saw machine learning move increasingly into the public eye, and with it ethical concerns. What follows is, on the most abstract level, a discussion of why these ethical concerns are particularly urgent in the realm of the moving image. Algorithmic editing consists of software instructions to automate the creation of timelines of moving images. The criteria that this software uses to query a database is variable. Algorithmic authorship already exists in other media, but I will argue that the moving image is a separate case insofar as the raw material of text and music software can develop on its own. The performance of a trained actor can still not be generated by software. Thus, my focus is on the relationship between live embodied performance, and the subsequent algorithmic editing of that footage. This is a process that can employ other software like computer vision (to analyze the content of video) and predictive analytics (to guess what kind of automated film to make for a given user). How is performance altered when it has to communicate to human and non-human alike? The ritual of the iterative frame gives literal form to something that throughout human history has been a projection: the omniscient participant observer, more commonly known as the Divine. We experience black boxed software (AI's, specifically neural networks, which are intrinsically opaque) as functionally omniscient and tacitly allow it to edit more and more of life (e.g. filtering articles, playlists and even potential spouses). As long as it remains disembodied, we will continue to project the Divine on to the black box, causing cultural anxiety. In other words, predictive analytics alienate us from the source code of our cultural texts. The iterative frame then is a space in which these forces can be inscribed on the body, and hence narrated. The algorithmic editing of content is already taken for granted. The editing of moving images, in contrast, still requires a human hand. We need to understand the social power of moving image editing before it is delegated to automation. Practice Section: This project is practice-led, meaning that the portfolio of work was produced as it was being theorized. To underscore this, the portfolio comes at the end of the document. Video editors use artificial intelligence (AI) in a number of different applications, from deciding the sequencing of timelines to using facial and language detection to find actors in archives. This changes traditional production workflows on a number of levels. How can the single decision cut a between two frames of video speak to the larger epistemological shifts brought on by predictive analytics and Big Data (upon which they rely)? When predictive analytics begin modeling the world of moving images, how will our own understanding of the world change? In the practice-based section of this thesis, I explore how these shifts will change the way in which actors might approach performance. What does a gesture mean to AI and how will the editor decontextualize it? The set of a video shoot that will employ an element of AI in editing represents a move towards ritualization of production, summarized in the term the 'iterative frame'. The portfolio contains eight works that treat the set was taken as a microcosm of larger shifts in the production of culture. There is, I argue, metaphorical significance in the changing understanding of terms like 'continuity' and 'sync' on the AI-watched set. Theory Section In the theoretical section, the approach is broadly comparative. I contextualize the current dynamic by looking at previous shifts in technology that changed the relationship between production and post-production, notably the lightweight recording technology of the 1960s. This section also draws on debates in ethnographic filmmaking about the matching of film and ritual. In this body of literature, there is a focus on how participant observation can be formalized in film. Triangulating between event, participant observer and edit grammar in ethnographic filmmaking provides a useful analogy in understanding how AI as film editor might function in relation to contemporary production. Rituals occur in a frame that is dependent on a spatially/temporally separate observer. This dynamic also exists on sets bound for post-production involving AI, The convergence of film grammar and ritual grammar occurred in the 1960s under the banner of cinéma vérité in which the relationship between participant observer/ethnographer and the subject became most transparent. In Rouch and Morin's Chronicle of a Summer (1961), reflexivity became ritualized in the form of on-screen feedback sessions. The edit became transparent-the black box of cinema disappeared. Today as artificial intelligence enters the film production process this relationship begins to reverse-feedback, while it exists, becomes less transparent. The weight of the feedback ritual gets gradually shifted from presence and production to montage and post-production. Put differently, in cinéma vérité, the participant observer was most present in the frame. As participant observation gradually becomes shared with code it becomes more difficult to give it an embodied representation and thus its presence is felt more in the edit of the film. The relationship between the ritual actor and the participant observer (the algorithm) is completely mediated by the edit, a reassertion of the black box, where once it had been transparent. The crucible for looking at the relationship between algorithmic editing, participant observation and the black box is the subject in trance. In ritual trance the individual is subsumed by collective codes. Long before the advent of automated editing trance was an epistemological problem posed to film editing. In the iterative frame, for the first time, film grammar can echo ritual grammar and indeed become continuous with it. This occurs through removing the act of cutting from the causal world, and projecting this logic of post-production onto performance. Why does this occur? Ritual and specifically ritual trance is the moment when a culture gives embodied form to what it could not otherwise articulate. The trance of predictive analytics-the AI that increasingly choreographs our relationship to information-is the ineffable that finds form in the iterative frame. In the iterative frame a gesture never exists in a single instance, but in a potential state. The performers in this frame begin to understand themselves in terms of how automated indexing processes reconfigure their performance. To the extent that gestures are complicit with this mode of databasing they can be seen as votive toward the algorithmic. The practice section focuses on the poetics of this position. Chapter One focuses on cinéma vérité as a moment in which the relationship between production and post-production shifted as a function of more agile recording technology, allowing the participant observer to enter the frame. This shift becomes a lens to look at changes that AI might bring. Chapter Two treats the work of Pierre Huyghe as a 'liminal phase' in which a new relationship between production and post-production is explored. Finally, Chapter Three looks at a film in which actors perform with awareness that footage will be processed by an algorithmic edit.
The 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.
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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.

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Bluteau, 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.

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This thesis explores high-end and bespoke menswear, tailoring and fashion, asking the question - why do some men choose to spend large sums of money to have clothes made for them? Using tailors and high-end menswear as a lens, this thesis unpacks how men construct their notion of self in the digital and terrestrial worlds through the clothes that they wear and the identities they perform. Based on twelve months' terrestrial fieldwork in London and twenty-four months' concurrent digital fieldwork with Instagram, this thesis examines notions of dress, performance and the individual across a multi-dimensional fieldsite set within a blended digital and terrestrial landscape. The fieldwork comprised visiting and interviewing tailors, and observing inside their workshops and at their fashion shows. In addition, the analyst-as-client built relationships with tailors, and constructed a digital self within Instagram through the publication of self-portraits and images of clothing. This thesis is presented in four chapters, flanked by an Introduction and Conclusion. These chapters move from an exploration of terrestrial research in the first two, to an analysis of digital research in the latter two. Five major motifs emerge in this thesis: the importance of the anthropology of clothing and adornment within western society; the nature of the individual in a digitised world; the difficulty in conducting western-centric fieldwork without an element of digital analysis; a methodological restructuring of digital anthropology; and the idea that a digital self can acquire agency. This thesis employs a pioneering blended methodology which brings together the fields of digital anthropology, visual anthropology and material culture to question how selves are constructed in a rapidly changing and increasingly digitised modernity. In conclusion, the thesis argues that individuals construct multiple digital selves and a sense of identity (around the notion of 'authentic individualism') that is illusory.
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Palmer, Daniel Stephen Vaughan. "Participatory media : visual culture in real time /." Connect to thesis, 2004. http://eprints.unimelb.edu.au/archive/00000125.

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Watkins, Sean Edward. "Media Literacy and the Digital Age." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1242223666.

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Artrip, Ryan Edward. "Virulence and Digital Culture." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/80512.

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This dissertation is a theoretical study of the role of virality/virulence as a predominant technological term in the reproduction of social and cultural information in the digital age. I argue that viral media are not new phenomena, only the name is new. Media have always behaved as viruses; it is only when they become hyper-intensified in digital technology that their virulent function surfaces in language and culture. The project examines processes of self-replication and evolution undergone by various new media phenomena as they relate back to the global profusion of social networks, data centers, and cybernetic practices. Drawing from several contributions in media theory, political and social theory, and critical media studies, I argue that digital media have a hyper-intensifying effect on whatever objects, subjects, or realities they mediate or represent; thus networked societies are virulently swarmed by their own signs and images in information. Through an examination of three primary categories of digital proliferation—language, visuality, and sexuality—I situate digital culture in a framework of virulence, arguing that the digital may be best understood as an effect of cultural hyper-saturation and implosion. I argue that virulent media networking processes come to constitute a powerful cybernetic system, which renders the human subject a mere function in its global operations. Lastly, I begin to develop a political critique of cybernetics, claiming that the proliferation of information, digital media, and communicative/representational technologies in the contemporary world emerges through an intensified ideological, economic, social, cultural, and metaphysical framework of productivism. This intensification engenders a system, or series of communicational circuits, whereby all techno-subjective activities are strategically stimulated, networked, recorded, and algorithmically appropriated to strengthen and reproduce 1) a global productivist system of cybernetics; 2) The material and ideological conditions for such a system to exist and thrive; 3) limitless virtual and digital production.
Ph. D.
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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.

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This dissertation analyzes gender in the commercial production of digital games. The purpose is to develop a detailed understanding of gender as it plays out among individuals who develop creative content and in the ideological constitution of the workplace, and to examine the ways in which these individuals participate in and make sense of the production of digital cultural products. The broad line of questioning attempts to provide detail and depth to how gender is organized, symbolized, and identified during the production a commercial game. The digital game industry and culture have constructed a strong fortress of androcentric ideas, practices, and experiences, and excluding women from digital media production by making entry into the social space unattractive preserves men's dominance of the field. To research the practices at play in the design of digital games, I conducted a case study using participant observation of the production of a digital game at a U.S. game development studio combined with primary document collection and in-depth interviews of workers who produce the game play, technical and artistic elements used in the creation of games in a team-based organization of labor. My analysis of the game studio worksite and culture revealed entrenched rituals, practices, and discourses of masculinity that produce and are reproduced by digital game workers. The organization of work in terms of space, organizational function and teamwork form decentralized layers of a network that are tightly controlled by the commercial production cycle. Each layer creates boundaries of inclusion and exclusion along multiple lines, including gender. Additionally, I examined how family socialization, the sexual division of labor in computer work and education, and passion for games idealize masculinity in the habitus of game workers. The habitus also structures working practices that are infused with masculinity based on technical proficiency. These working practices reproduce the gender dynamic of the social and symbolic space of the field. The studio's culture also constitutes a masculine symbolic space through inter-related discourses of masculine aesthetics, hegemonic masculinity, and science and technology. Implications for making the field of digital games more diverse and open are discussed.
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Dinnen, 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.

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As we continue to move through a moment of pervasive digital culture, and increasingly ubiquitous digital technology, new aesthetic paradigms emerge across the arts. This thesis explores those paradigms, representations of the digital, as they appear in contemporary American culture. Rather than reflecting on this concern through the parameters of digital texts, this thesis will develop an expanded idea of digital culture, one that includes print and analogue works that reflexively engage with the digital. The digital environments we negotiate today are culturally rooted in the US. Despite its history, the presence of digital culture as a formative aspect of contemporary American literature and art has been little explored from within the discipline of American studies. This thesis will argue that more sustained critical attention is needed to consider how the digital emerges as a subject of American culture since 2000. Beginning with a study of the status of the book in the digital age, this thesis contends with its subject through examinations of remixing in literature, and of the representation of code in visual culture, before moving on to consider themes of location and identity in networked environments. It will provide close readings of a range of texts: books by the publishers Mcsweeney's; literary works by Mark Amerika, Jennifer Egan, Robert Fitterman, Jonathan Lethem, Richard Powers, and Gary Shteyngart; the films The Social Network and Catfish; and artworks by Cory Arcangel, Eva and Franco Mattes, and Takeshi Murata. This thesis will argue that the digital is a key subject for American culture of the last fifteen years. It will consider the digital as materially, and formatively, embedded in culture. To address the complexity of this approach, this thesis will study contemporary American literature and art through the lens of digital theory.
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Deguillaume, Frédéric. "Hybrid robust watermarking and tamperproofing of visual media /." Genève : Université de Genève, 2002. http://www.loc.gov/catdir/toc/fy0707/2005438894.html.

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Ayers, Drew R. "Vernacular Posthumanism: Visual Culture and Material Imagination." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/communication_diss/34.

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Vernacular Posthumanism: Visual Culture and Material Imagination uses a theory of image vernaculars in order to explore the ways in which contemporary visual culture both reflects on and constructs 21st century cultural attitudes toward the human and the nonhuman. This project argues that visual culture manifests a vernacular posthumanism that expresses a fundamental contradiction: the desire to transcend the human while at the same time reasserting the importance of the flesh and the materiality of lived experience. This contradiction is based in a biodeterminist desire, one that fantasizes about reducing all actants, both human and nonhuman, to functions of code. Within this framework, actants become fundamentally exchangeable, able to be combined, manipulated, and understood as variations of digital code. Visual culture – and its expression of vernacular posthumanism – thus functions as a reflection on contemporary conceptualizations of the human, a rehearsal of the posthuman, and a staging ground for encounters between the human and the nonhuman. Each chapter of this project begins in the field of film studies and then moves out toward a broader analysis of visual culture and nonhumanist theory. This project relies on the theories and methodologies of phenomenology, materialism, posthumanism, object-oriented ontology, actor-network theory, film and media studies, and visual culture studies. Visual objects analyzed include: the films of Stanley Kubrick, David Cronenberg, and Krzysztof Kieślowski; Fast, Cheap & Out of Control (1997); the film 300 (2006); the TV series Planet Earth (2006); DNA portraits, the art of Damien Hirst; Body Worlds; human migration maps; and remote surgical machinery.
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Wictor, 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.

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This research synthesis investigates the effects that popular culture and new forms of mediation have had on the teaching and learning of English. Further, it examines some key aspects worth consideration when applying these types of texts in an educational context. The English syllabus for upper secondary school advises teachers to make use of the outside world for resources, and teach the students how to access, gather, analyze and use information found in different types of texts. After initial struggles, due to teachers’ reluctance, popular culture and modern media has found its way in to most classrooms and studies have shown different effects that the introduction of these texts have had on teaching and learning of English. Firstly, there has been a shift in how many teachers approach texts by letting students take more responsibility by participating in the selection process of different texts. Moreover, some studies have shown the effects popular culture and digital media have had on the acquisition of literacy skills. Study results suggest that primarily, students critical skills have developed, and that “out of school literacies” have helped students develop more traditional literacy skills such as reading and writing. However, this research synthesis concludes by saying that more research measuring the acquisition of traditional English using popular culture and digital media skills over longer periods of time involving more students would allow one to answer more accurately what effects they have had.
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Mencia, 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/.

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This research arises from my practice as a professional artist and my concern with issues of language and communication, particularly, the investigation of ways that arouse emotion and rational thought at once through language. Visual Poetry is a form of expression, which provokes both, and I saw the potential to expand its underlining principles further with the emergence of new technologies. With the digital medium, the main elements of visual and sound poetry: image, sound and text, can now be incorporated into the same piece of work. The aim of this study is to explore new digital communicative systems that interweave visual, oral and semantic elements of language, to produce new media languages where the pre-linguistic and linguistic maintain their symbiotic identities. This study examines theoretical and artistic concerns emerging from the area in-between, which is created by interlacing image, sound and text in the same artwork. It addresses the following series of questions: How to transfer the main concepts from Visual Poetry to Digital Art? How does computer technology transform image, sound and text to create new media languages? What is the role of the author, reader, writer, producer in these new interactive textualities of image, sound and text? How has this affected the new conventions of reading, looking, producing, using and thinking? What does the digital add to the interactivelexts of Visual Poetry? What new meanings and processes of thinking, understanding and interpretation are appearing? In which way do new technologies enhance the collaborative nature of practice? This investigation brings knowledge from other disciplines into the art field and it explores different serniotic models such as the linguistic the visual and the aural. It blurs the barriers between the visual and the linguistic: between different art forms such as fine art, visual poetry and sound art/poetry in a new digital and technological arena. It questions the conventions applied to these critical areas with the aid of the new tools and critical concepts available through digital technology. This study challenges the viewer/listener/user with an interface of signs from different languages and serniotic systems: the visual (still and moving images), the audible and the linguistic, to participate and explore the multiple possibilities within a work. This investigation seeks to contribute to a new body of knowledge in the development of the areas of Visual Poetry, Digital Art and the new genre of Electronic Poetry, by creating new, innovative, digital artworks for which, as a new form of expression, critical and analytical conventions are still in the process of development.
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Bainbridge, 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.

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Moore, 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.

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This dissertation explores the methodological, theoretical and pedagogical tensions of an eight-month ethnographic study within a Film classroom. Drawing on participant observation, group film discussions, and participant produced films, the chapters that follow consider the ways in which youth inhabit and make sense of masculinities/femininities and sexualities as conveyed in visual digital media, and how the very categories of youth, gender and media are constructed and disrupted in the process of video production???and through the process of research. This project challenges the notion that research captures ???reality??? through meticulous data collection and analysis, and instead considers the way that ethnography produces the very materiality it attempts to represent (Britzman, 1995). Although methodologically encouraged by theories that promote ???getting lost??? (Lather, 2007), there were many moments in which modernist assumptions, institutional and discursive expectations, regulated the process of conducting and representing the research. Following a lineage of theorists who challenge the assumptions and expectations that burden empirical research (Britzman, 1995; Lather, 2006; Talburt, 2004; Youdell, 2005; 2006; 2009) and who trouble the notion of ???what counts as data??? (Pitt & Britzman, 2003), the methodological tensions and theoretical incongruencies that arose through this project informed, and became, data. The articulation and analysis of these tensions, idiosyncrasies, and ???failings??? as data, contributes to conversations about enacting troubling, and troubled research. Further to methodological failings, this project invites discussions of uncertainty, loss, and unknowability in order to provoke the pervasive ???cultural myths??? of teacher (Britzman, 2003), and to contribute to larger theoretical discussions of pedagogy. Drawing on popular media and digital video production in/through/as pedagogy, this research considers the ways each might be reconceptualized. In particular, the ways in which popular media and digital video production practices invite the body and senses in/as pedagogy (Ellsworth, 2005). However, like the regulatory process of research, pervasive modernist discourses of teacher (Britzman, 2003), education (Popkewitz, 1997), knowledge, teaching and learning (Ellsworth, 2005) may restrict the pedagogical possibilities of popular media and digital video production within educational contexts. This regulatory parallel is indicative of the tangles of methodology and pedagogy amidst these chapters
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Sproul, 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/.

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Visual light hyper-sensitivity (VLH) is a sensory state in which light causes an abnormal reaction leading to intermittent or consistent discomfort, nausea, migraine and even seizure. Technological development has encouraged digital media-rich classrooms, altering the way in which visual information is accessed by students from traditional light reflective tools to light emitting devices. The possibility exists that this increase in light exposure within our classrooms is an invisible dis-abling mechanism for many students, decreasing cognitive ability and increasing discomfort. Using the perspective of Vygotsky’s theory of defectology, a model is presented that describes a unique group of students with VLH and the role of accommodations to support their active participation in learning. A transformative paradigm incorporating a mixed method approach is utilised to examine policy and practices related to the frequency of digital classroom usage and the accommodations made for students with VLH within schools. A systematic review of academic literature, Australian education documents, manufacture and broadcast guidelines regarding digital media use for students with VLH identified a gap in policy and lack of awareness in practice but also highlighted six common parameters as reasonable adjustments for the classroom. The quantitative component used data from online surveys of 95 current students and 47 parents to calculate the total digital media used for educational purposes (minutes/day), digital devices used, and subject area usage of digital media. The qualitative component triangulated data from interviews with three groups of invested participants: six past students, five parents and five teachers to explore trends in digital media use and commonly used accommodations for students with VLH. The study found that many students spend at least half of their class time using light emitting digital media devices. The technological advances and changes in the material culture of our classrooms is having a direct impact on students with VLH. This is further complicated by the incorporation of online assessment within our schools. The researcher calls for transformative change in digital classrooms by adopting design guidelines for usage and accommodation practices that enable, rather than dis-able, active participation of students with VLH.
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Lööf, 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.

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Med frågeställnigarna: Hur uttrycks visual kei memes som visuell kultur? Hur möjliggör en ungdomskultur som visual kei olika former av identiteter? Så studeras visual kei memes med en netnografisk metod och som form för kommunikation på nätet. Detta görs av memes insamlade under perioden 20 september till den 26 oktober 2017. För undersöka hur de insamlade memearna används som kommunikationsmedel har jag följt en facebookgrupp, samt tre stycken sidor relaterade till visual kei på facebook. Memesen analyseras med diskursanalys med ett intertextuellt och intersektionellt perspektiv, med stöd från tidigare fanfiction forskning. För att resonera kring identitet används tidigare forskning kring ungdomars nätaktiviteter som stöd. Slutligen förs ett resonemang kring hur en didaktiskt kan arbeta med memes inom skolans bildundervisning. Som komplement undersöker den visuella gestaltningen #looli deltagarkultur på och utanför nätet. Denna gestaltning redovisades på www.facebook.com/hashtaglooli/ samt via utställning på Konstfack 8 till den 12 januari 2018. #looli höll även i ett samtal med besökare under utställningens vernissage som rörde sig om hur en kan arbeta med deltagarkultur inom bildämnet.
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Marner, 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.

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In this case study a secondary school and its art education is studied. Pupils and the art teacher are interviewed and observations are made in school and out of school. The study is based on socio-cultural theory, media ecology and semiotics. In this school manual and digital media each share about 50 percent of the time available for art. It is shown that it is the teaching method – the change from a dialogic to a multivoiced method – that enables the embedded use of digital media. Arguments for digital media in art are that they are time-saving, promote aesthetic aspects and will put an end to the process of traditional education where the teacher is reduced to being a conveyor of information. The computer lab is no option for an embedded art education. On monitors and in exhibitions pupils are surrounded by other pupils´ works, which promotes a desire among them to improve their creativity, and a local art culture is developed in a cumulative process.
Skolämnesparadigm och undervisningspraktik i skärmkulturen – bild, musik och svenska [“School subject paradigms and teaching practice in the screen culture – art, music and Swedish”].
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Abler, Jensen. "Rendering and Compositing for Visual Effects." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/honors/232.

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The methods used to create visual effects for feature film production are quickly evolving. Cutting edge techniques are constantly being improved upon, and the capability to solve unique problems is paramount in real world production. I present a creative project which utilizes novel applications of common techniques, such as projection mapping, multi-tile UV workflows, procedural texture generation, normal mapping, and image based lighting.
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Purushotma, 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.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.
I 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.
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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.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
CONSELHO 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.
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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.

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31

Magladry, 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.

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Women’s fitness culture calls for women to take responsibility for their physical fitness in a way that contests but also actively draws from well-established models of femininity. This thesis asks how and to what extent women’s fitness represents itself as empowering at the same time as it reinforces gender roles. Women’s fitness conveys a postfeminist sensibility characterised by a neoliberal emphasis on transforming the self while presenting this project as a mode of feminist liberation.
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Huffstetter, 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.

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Winczewski, Marianna Jadwiga. "Consumption, pastiche and identity in postmodern visual culture." Diss., University of Pretoria, 2008. http://hdl.handle.net/2263/23499.

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In this mini-dissertation the ongoing battle between the self and late-capitalist society is explored as a theoretical response to the notion of the fragmented subject in relation to postmodernism. Frederic Jameson links the schizophrenic subject and postmodern culture explicitly to societal changes in Western economies: this author's tradition outlines a main part of my theoretical stance within this mini-dissertation. Jameson, decisive in his criticism of current popular culture that has formed as a result of postmodernism, conveys a key dystopic viewpoint in his association of schizophrenia with postmodernism and late-capitalism. This sentiment is echoed in this mini-dissertation, as it is my belief that capitalist consumption habits and pastiche are interrelated in current popular visual culture, simulating a schizoid experience which consumers in turn mirror when formulating a sense of self. An essentially fragmented (postmodern) viewpoint with regard to postmodern visual culture is argued, and is aligned with Jameson's perspective on how subjects form identities within late capitalism, with pastiche and consumption labelled as the main causes of the contemporary societal problem of fragmentation. The main contention of the study is thus that contemporary consumption practices, through the stylistic acceptance of pastiche, are the current causes of fragmentation within the self. This naturalisation of postmodern montage and pastiche, in my opinion, effectively disorientates consumers, as similar techniques that are adopted in consumer culture are applied to identity formation, thus contributing to a sense of egolessness, a key characteristic of schizophrenia. Focus is placed on visual examples that highlight postmodern techniques of nostalgic image recycling, aligned to similar postmodern identity models, with parallels drawn between the fragmenting individual and the consuming individual. As exceedingly discontinuous processes of change occur through capitalist consumption habits that are emblematic characteristics of the postmodern condition, it is thus my belief that current postmodern visual culture contributes to an overall fragmented experience of the individual, where consumer practices are negatively affecting identity construction, and thus spurring on further cultural fragmentation and social disintegration. Copyright
Dissertation (MA)--University of Pretoria, 2010.
Visual Arts
unrestricted
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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.

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The purpose of this study was toexplore organizational culture in a digital context, so that a greater understanding of the relations between the two subjects could be developed. The interest for the subject came from reflections and observations obtained during a prior internship at a small organization using the digital collaboration platform Slack in their daily work. To answer the purpose of the study, one main research question; ‘What is the relationship between organizational culture and a digital communication platform as Slack?’ and two sub questions; ‘How is Slack used to solve problems with internal integration? and ‘How is Slack used to solve problems with external adaption?’ was formulated. The two sub questions came from an operationalization of Schein’s (2010, p.18) well used definition of organizational culture. By using the qualitative method netnography to study the behaviors and interactions of the members of a small organization through participating observations, in combination with the field notes and observations from the prior internship, the research questions were successfully answered. The results showed that Slack was used as a tool to maintain structure and order during problems with external adaption in form of a re-organization creating an unsecure time-period. Decrement in activity also showed that the usage of Slack was limited in time and easily could be exchanged, but that appreciated cultural rites and behaviors created from using it could live on outside of Slack. Results also showed that Slack successfully functioned as a tool to solve problems with internal integration. By allowing new members to efficiently come in contact with both the formal and informal cultural elements, the very essence of culture as in underlying assumptions was quickly taught. The efficiency of using Slack for internal integration was also shown to rely on a new possible problem in form of a disintegration between the private and work. The answer to the main research question was that Slack is an artifact, inhabiting other artifact, living in symbiosis with the organization. Even though Slack could help an organization to cope with problems of external adaption and internal integration, Slack on its own did not serve as a one single place for understanding and becoming a part of an organization and its culture, as the organization and culture still will live and develop outside of the digital medium.
Syftet 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.
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Venter, Marija Anja. "Patchworked creative practice and mobile ecologies." Doctoral thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/28365.

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As the use of mobile technologies, consumer electronics and the internet expand, there are more opportunities for young visual designers around the world to gain access to design industries. Yet differences in infrastructure and spatial configurations create distinct obstacles and opportunities for emerging designers from marginal contexts, as often these infrastructures are not designed with them in mind. Employing a practice perspective, which brings together concerns around identity and infrastructure, I used ethnographic and exploratory methods to understand the creative practices of a group of young, resource-constrained, aspiring creatives from Cape Town, South Africa, who are enrolled in design courses. This thesis explores tensions between authentic creativity and continuity, as well as notions of democratization in visual design practices. Off campus, young people predominantly appropriated mobile devices as infrastructure for creative practices. They used data frugally, grabbed media in patches and snippets, and used multiple free applications together to forge creative work, participation and distributions. These practices, which include mobile-based photography, design and branding, were situated in particular creative worlds, which revolved around distinctive visual styles. Instead of vast networks with flows of data that connect infinite nodes, these creatives experienced the web and digital media as an assemblage of technologies and tariffs for mobile data. Thus, these media-related practices were more ‘patchworked’ than networked. Once enrolled in design courses, a very different repertoire of protocols, standards, materials, technologies, concepts and ways of being became infrastructural to these young people’s participation in formal visual design practices. For many participants, an enduring distance separated them from those embodied, technical and spatial requirements for later professional participation in the design industries. These tensions demonstrated how very particular configurations of resources are infrastructural to visual design practice associated with formal industries. Infrastructure and practice are thus dynamically and asymmetrically mutually constituted. This thesis employs improvisational jamming to make the role of infrastructure visible, along with specific mobile design practices. Many of these mobile systems were standardized and encoded with cultural norms, giving creatives second-hand discourses from which to build their own creative artefacts. These case studies draw attention to the global standardization of infrastructures for creative practice, which threatens to flatten the cultural richness of local creative voices.
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Tornero, 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.

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Hellström, 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.

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This thesis assesses the marginal field (niche unit) of visual effects while taking into account visible and invisible vfx in virtual and actual geographies in Hollywood movies as part of industry-level studies, all the while seeking to bridge the gap between traditional, theoretical approaches of cinema studies and practitioner experience in the context of production culture. The focus of this essay remains on the many temporal aspects of production processes that identify vfx film production as chief, and vfx for television as subsequential. Encouraging scholars to consider a previously limited and repeatedly mislabeled area by demonstrating the pandemic presence of effects and its workers as a form of Hollywood diaspora, this thesis also seeks to demonstrate the need for involvement by means of scholar-practitioner methodologies.
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FARIAS, 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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Submitted by Irene Nascimento (irene.kessia@ufpe.br) on 2016-10-18T16:55:06Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) VERSÃO FINAL -DISSERTAÇÃO ROMERITA SILVA FARIAS.pdf: 1922868 bytes, checksum: a778d366ae9d95003f8820548743e636 (MD5)
Made available in DSpace on 2016-10-18T16:55:06Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) VERSÃO FINAL -DISSERTAÇÃO ROMERITA SILVA FARIAS.pdf: 1922868 bytes, checksum: a778d366ae9d95003f8820548743e636 (MD5) Previous issue date: 2016-02-26
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.
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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.

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In the four decades since Stanley Cohen (1972) first theorised the ‘moral panic’, there has been immense technological change in the field of communications and media. Whilst Cohen’s original model relies on elite-driven mediated narratives, I argue that moral panics have taken on a memetic quality in the convergent and participatory mediascape. In other words: in an age of social media, moral panic discourses are increasingly open to contestation, reinterpretation, and recirculation by multiple actors and groups. In this thesis, I examine one such group – the web’s largest white nationalist (WN) forum, Stormfront. To do so, I trace three racialized media events as they circulate on and through the Forum. Here, I show how the mechanics of the moral panic have fundamentally shifted in the digital age. I explore the means by which Stormfront users exploit this semi-democratised mediascape in an attempt to ‘manage’ and exploit moral panics surrounding episodes of racialized violence. To this end, I explore the topologically entangled shuttling back and forth of ‘online’ and ‘offline’ lives and spaces to argue for a more-than-digital geography of computer mediated communication. Here, I show how the Forum’s ‘collective voice’ is often given expression through selective quotation by mainstream media surrounding racialized moral panics. This process of remediation, I argue, allows explicitly racist groups fugitive access to mainstream discourse, and turns mainstream media outlets into unwitting nodes in a white nationalist broadcast network. However, I argue that this public-facing process, opens WNs up to increased scrutiny, leading to strategic and contingent deployments of contradictory repertoires of race. In doing so, I examine repertoires of race in such WN interventions - highlighting their flexible and contingent construction of racialized categories in the negotiation of contemporary structures of feeling (Williams 1977; Anderson 2014). I contend that a digitally-inflected antiracism must attend to the contingent, translocal, and assembled nature of racism online if it is to be effective.
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Riggs, Nicholas Andrew. "Realizing Virtuality: Tracing the Contours of Digital Culture." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3311.

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People connect digitally through social media, fusing their relationships with meaning in a non-space of relational potential--a translucent and fluctuating enclave where the self becomes elastic. This thesis explores how I have formed bonds in virtual space through ritual interaction. Looking at the ways I learned to use technology through the progression of a close personal relationship, I suggest that social media use is a performance of identity--a virtuality that exposes how people negotiate the digital enclosure of contemporary society. My story is one of digital nativity and reclaiming love through virtual performance. I show how these performances have had a profound impact on my understanding of self-in-relation-to-other. Finally, I put forth a theory of Real Virtuality, suggesting that virtual reality has escaped the confines of the machine. Thus, digital conversations penetrate offline social situations in ways that have stirring consequences for people in the digital age.
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Musa, 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.

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This Thesis focuses on the analysis of the situation of the Jordanian advertising industry, with regard to the way it is perceived by the local public. The identification of problems related to the effectiveness and quality of Jordanian advertising is a reality perceived at different levels, namely that can be verified either on social networks by professionals and academics in the area and the target audience, as well as articles and other specialized communications. This issue, therefore, constitutes the central theme of the investigation, which questions, investigates, analyzes and summarizes the reasons that lead the Jordanian people not to identify themselves with the advertising material produced locally, at the same time that it has as reference other ads from other cultures and countries, whether neighbouring Arab countries or from around the world. Thus, a review of the literature on the subject is carried out, considering its current state of the art in advertising itself, and the domain in which it operates. The main research questions focus on what are the reasons that cause dissatisfaction of the local public with current advertising, reflecting and pointing proposals that contribute to these problems can be solved. The aim of the research is to create the basis for a local advertising culture that raises the quality of Jordanian advertising for more engaging, creative and empathic experiences. In this universe, several obstacles were defined and categorized as cultural, cognitive, environmental and educational. The process that this thesis followed to answer this question, involves the development of a social action of a pedagogical nature, promoting tools of awareness, analysis and responsive diagnosis of advertising activity, aimed at practitioners of advertising communication in Jordan, in order to introduce a critical analysis criterion that takes into account visual and conceptual strategies, with regard to Jordanian cultural specificities. The research methodology is mixed qualitative, non-interventionist at first, dedicated to literature review, analysis of case studies or indirect observation, and, secondly, interventionist, namely through the use of surveys, interviews, active observation, involved in the project component validation process. It is concluded that presenting sufficient knowledge about the practice of advertising design, combined with critical thinking and the definition of Jordanian cultural boundaries, constitutes a determining point for raising the quality of local advertising; RESUMO: Design de publicidade: a natureza desagradável do design de publi- cidade digital e impressa na Jordânia A presente Tese tem como foco a análise da situação da indústria publicitária jordaniana, no que diz respeito à forma como a mesma é percebida pelo público local. A identificação de problemas relacionados com a eficácia e com a qualidade da publicidade jordaniana é uma realidade percepcionada em diferentes níveis, nomeadamente passível de ser verificada quer em redes sociais por parte de profissionais e acadêmicos da área e do público a que se destina, assim como em artigos e outras comunicações especializadas. Essa problemática, constituise assim o tema central da investigação, a qual questiona, investiga, analisa e sintetiza sobre os motivos que levam o povo jordaniano a não se identificar com o material publicitário produzido localmente, ao mesmo tempo que tem como referência outros anúncios de outras culturas e países, sejam países árabes vizinhos ou de todo o mundo. É, desse modo, realizada uma revisão da literatura sobre o tema, considerando o seu atual estado da arte da publicidade em si, e do domínio em que a mesma opera. As principais questões da investigação incidem sobre quais são os motivos que causam a insatisfação do público local com a publicidade vigente, refletindo e apontando propostas que contribuam para que esses problemas possam ser resolvidos. O objetivo da pesquisa é criar a base de uma cultura publicitária local que eleve a qualidade da publicidade jordaniana para experiências mais envolventes, criativas e empáticas. Nesse universo, vários obstáculos foram definidos e categorizados como culturais, cognitivos, ambientais e educacionais. O processo que esta tese seguiu para responder a esta questão, passa pelo desenvolvimento de uma ação social de carácter pedagógico, promotora de ferramentas de sensibilização, análise e diagnóstico responsivo da atividade publicitária, dirigida a praticantes do design publicitário na Jordânia, a fim de lhes introduzir um critério de análise crítica que leva em consideração estratégias visuais e conceituais, no que diz respeito às especificidades culturais jordanianas. A metodologia da investigação é qualitativa mista, não intervencionista num primeiro momento dedicado à revisão da literatura, análise de casos de estudo ou observação indireta, e, num segundo momento, intervencionista, nomeadamente por recurso a aplicação de inquéritos, entrevistas, observação ativa, implicados no processo de validação da componente de projeto. Conclui-se que apresentar conhecimento suficiente sobre a prática do design publicitário, combinado com o pensamento crítico e a definição das fronteiras culturais jordanianas, constitui um ponto determinante para a elevação da qualidade da publicidade local.
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Pelletier, 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.

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The term patina refers to a particular quality of decay in material objects, where the decay is both a physical and symbolic property of the object. As a physical property patina is an expression of the passage of time, a visual marker of the object's timeboundedness reflected in signs of ageing and/or use. This thesis considers the implications of a digital patina, including its relevance for an analysis of the relationship between things and time or timeboundedness.
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Woo, 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.

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Boivie, 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.

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Med detta kandidatarbete vill jag synliggöra datorns roll i digitalt skapande. Detta genom att se till den kod som utgör digitala objekt som ett materia, och utifrån Karen Barads teorier om agentiell realism samt forskning i digital materialitet bjuda in denna digitala materia som en aktör i skapandeprocessen. Jag har strävat efter en inblick i hur digital materia framträder när den tillåts verka som en aktör, hur den tar ett uttryck och yttrar sig. Jag har engagerat mig i digital materia med diffraktion och remix som metod, vilket tillåtit mig en djupare inblick i det samt en inkluderande process där jag och materiat verkar tillsammans; i intra-aktion. I slutändan ser jag hur digital materia inte framträder ensamt, både jag och dator finns sammantrasslade i dess framträdande som ett resultat av den intra-aktion vi mötts i. Mitt ingripande i digital materia blir synligt i form av glitches, spår av digitalt förfall som ger det annars flyktiga digitala materiat mer materiella och konkreta egenskaper. Det blir även tydligt hur digital materia innebär en svårförstådd komplexitet, som framträder visuellt när det tillåts påverka denna skapandeprocess. Men jag även erhållit en medvetenhet om hur digital materia inte har ett absolut framträdande, och mitt arbete kan ses som en undersökning i hur digital materia kan framträda.
With 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.
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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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This thesis focuses on the contextualization of my artistic practice, which explores digital glitch as a disruptive force and an aesthetic treatment in the contemporary technological world. While the body of work draws on the methodology of glitch art, this paper attempts to relate the idea of glitch to a wider range of philosophical and artistic frameworks stemming from Lettrism, Situationist International, Punk, and Nihilism. The aim of this investigation of a digital disturbance through its categorization into natural, stimulated and assimilated glitch, is to facilitate an understanding of the glitch event as both something threatening and attractive, while it transitions from a spontaneous to a controlled process in a photoreal image. The passing of the destructive glitch from life to art is placed against the backdrop of the apocalypse, which one may imagine as a literal and metaphorical disaster in the physical world and value systems of western society.
vii, 113 leaves ; col. ill. ; 29 cm
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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/.

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This research analyses the impact of transformation and hybridization processes at the intersection of art, science and technology. These forms of transformation and hybridization are the result of contemporary interactions between classic and digital media. It discusses the concept of 'remediation' presented by Bolter and proposes the concept of 'digital ekphrasis,' which is based on Manovich' s analyses of the interactions between classic and digital media. This is a model which, borrowed from semiotic structures, encompasses the technical as well as aesthetic and philosophical transformations of contemporary media. The thesis rejects Baudrillard's and Virilio's proposed concepts of 'digital black hole' as the only possible form of evolution of contemporary digital media. It proposes a different concept for the evolutionary model of contemporary hybridization processes based on contemporary forms of hybridizations that are rooted in aesthetic, philosophical and technological developments. This concept is argued as emancipated from the 'religious' idea of a 'divine originated' perfect image that Baudrillard and Virilio consider to be deteriorated from contemporary hybridization experimentation. The thesis proposes, through historical examples in the fine arts, the importance of transmedia migrations and experimentations as the framework for a philosophical, aesthetic and technological evolutionary concept of humanity freed from the restrictions of religious imperatives.
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Mujallid, 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.

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Meaning-making in today's digital culture, using digital media, raises the need for enhanced critical thinking and analytical skills. To be literate in digital media, one must know how to use digital tools, but one is also required to develop intellectual, social, and cultural competencies to be able to interpret messages in multimodal texts, which include written text, sound, and images. This research explored the experiences of two foreign students in higher education who participated in a six-week online workshop called "improving your digital-media skills." In the online workshop, the students completed a project-based activity in which each week they worked on one step toward finishing their projects. The weekly curriculum aimed to develop particular skill of digital-media literacy to access, analyze, evaluate, and create digital media materials. Throughout this study, the data was gathered and analyzed to answer two general questions: 1) How does a project-based activity of digital media creation and consumption impact students' critical thinking and analytical skills in the digital culture? 2) How does students' awareness of cultural diversity influence the choices they make in digital media production? Seeking answers to these two questions, the study employed qualitative case study methods including participant-observation, field notes, questionnaires, interviews, and digital media products analysis. The analysis revealed that the workshop had a great impact on the students' critical analysis and evaluation skills than on critical thinking skills. There was also a noticeable increase in the students' critical thinking skills when using digital media out of the academic settings. Both participants were affected by their experience of living abroad, and this factor influenced their thinking and teaching methods. Cultural identities appeared in their thinking and choices in some parts of the workshop. This study was an initial inquiry into the importance of acquiring cultural competencies along with critical digital-media literacy in order to accept the diversity in education and appreciate our differences.
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Petit, 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.

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Grounded in the a Pedagogy of Multiliteracies (New London Group, 1996), this dissertation reports on the implementation of a fourth semester French curriculum informed by Cope and Kalantzis's (2000, 2009, 2015) framework of learning by design, with a focus on visual and critical media literacy development to enable intermediate French students to consider multimodal texts from the perspective of consumers as well as producers and to understand the meaning potential that exists between and within the semiotic resources afforded in media production (Nelson and Kern, 2012). Drawing upon "the value of postmethod [and] postlinguistic teaching… which are not looking at language learning in the traditional sense… [but] rather at learners’ acquisition of… the ability to reflect on textualization and contextualization, considering language as one important dimension of semiosis among others" (Nelson and Kern, 2012, p. 61), this dissertation project examined how the frameworks of visual and critical media literacy within the process of design enhanced students' voice and agency in the foreign language classroom. The first inquiry aims to explore if and how a curriculum centered around visual and critical media literacies creates the conditions to 1) foster students' awareness of media ethics in the consumption and production of everyday media, and 2) engage students in a process of reflection upon the meanings created by semiotics resources used in mediated-texts, and their impact on shaping their vision of the world. Findings demonstrated that the implementation of visual and critical media literacy frameworks gave students the opportunity to reflect on their use of media and the ethical implications, and to foster students' greater understanding and interest in self-reflection and considerations of others. The second inquiry aims to demonstrate, through the production of digital storytelling, how instructors might address diversity in foreign language classrooms by 1) allowing students to connect universal themes (e.g. technology, friendship, immigration) with their personal stories, and 2) by giving them the opportunities to display their uniqueness by using their own voices and positioning themselves as participative agents for social change. Findings demonstrated that digital storytelling fosters classroom diversity by allowing the exploration of individual differences and enhancing the understanding of the distinctiveness of every individual. The third inquiry, a case study explores how Digital StoryTelling (DST) 1) contributes to students' understanding of the way semiotic resource choice and orchestration construct layers of meaning and satisfy the purposes of the message conveyed to the audience, and 2) supports students' agency through the process of design. Findings showed the potential of using multimodality projects as they allow students' emerging literacies to take center stage in the foreign language classroom and increase students’ agency and ‘semiotic agility’ (Prior, 2010; Thorne, 2013).
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49

Xing, Minjie. "How effective can multimedia be in language and culture learning?" Thesis, University of Salford, 2003. http://usir.salford.ac.uk/14729/.

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This thesis is designed to investigate the potential impact of multimedia on defined aspects of EFL learning practice and to explore the possibility of creating an interactive learning environment via multimedia to raise overseas students' cultural awareness. It focuses on aspects of practical cultural awareness and contrastive rhetoric. The thesis is based on a three-way comparison of learning outcomes for a group of students being taught in China, a matched group who followed an E-course as a supplement to their learning in China and a group who were based in the UK. The groups were compared on the basis of pre and post -tests. In addition, five approaches to learning via the website were compared and contrasted and five features of contrastive rhetoric were used in the E-course for raising cultural awarenessin academicw riting. The results show that the group with access to online multimedia learning was as successful in learning about defined aspects of culture as the UK based group. By the end of the course, the group with access to the E-course had attained a level of scores in relation to defined aspects of English rhetoric in academic writing similar to that of the native English speakers. Data analysis also showed that the pedagogical approaches that involved students' active learning functioned better than the other pedagogical approaches. It reveals that (1) a multimedia interactive learning environment is effective in helping overseas students acquire cultural knowledge for practical purposes; (2) multimedia is conducive to online interactive communication between students with different cultural backgrounds; (3) multimedia resources are useful for comparing rhetoric across cultures; (4) multimedia not only facilitates language and culture learning but also helps students to become autonomous and life-long learners.
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50

Fernández, 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.

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Esta tesis presenta una exploración global del uso de medios e información a partir del estudio de las generaciones más jóvenes, tanto en su día a día así como en situaciones excepcionales. Para tal fin, hemos abordado los hábitos de consumo de medios, noticias e información de jóvenes y activistas, los soportes utilizados para el consumo de información, las motivaciones para consumir-la de un medio u otro, en un soporte u otro y las demandas de la juventud sobre los contenidos informativos. Se trata de una tesis doctoral por compendio de artículos. Los seis artículos que la componen contribuyen, de este modo, a aumentar la comprensión de las actitudes informativas de las personas jóvenes en etapas, edades y contextos distintos. A partir de una primera aproximación al consumo mediático de jóvenes adolescentes en sus rutinas diarias, la tesis se adentra en un contexto específico (el activismo) y en una práctica mediática definida (la búsqueda de información). El resultado presenta un escenario amplio y completo de la ecología de medios de las personas jóvenes y, concretamente, de los/las jóvenes activistas de los nuevos movimientos en red como el Movimiento 15M o el Umbrella Movement. De este modo, nuestra investigación aporta conocimientos sobre un segmento de la población de vital importancia para comprender el futuro de la comunicación, dada su condición de ciudadanos jóvenes, activos y comprometidos con la sociedad. Además, aporta modelos de análisis que pueden ser utilizados para futuras investigaciones o por parte de otros investigadores.
Aquesta 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.
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