Dissertations / Theses on the topic 'Visual arts and media arts'
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King, Mike. "Computer media in the visual arts, and their user interfaces." Thesis, Royal College of Art, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.293932.
Full textBitoun, Claire. "Gautier, Wilde, and the visual arts : artistic media and movement." Thesis, University of Oxford, 2018. http://ora.ox.ac.uk/objects/uuid:a765fb6d-2b26-4f38-9a27-9d33836c0998.
Full textParsons, Rachael Nerrada. "Virion : new media and the development of the discursive museum." Thesis, Queensland University of Technology, 2010. https://eprints.qut.edu.au/44089/1/Rachael_Parsons_Thesis.pdf.
Full textDraving, Marilyn Joelle 1953. "Art and the blind: Clay media and artistic expression of the young child with significant visual impairments." Thesis, The University of Arizona, 1990. http://hdl.handle.net/10150/291544.
Full textJohnson, Michael Patrick 1971. "Evolving visual routines." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/61533.
Full textHirsch, Matthew Waggener. "Computational visual reality." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/95588.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 231-245).
It is not so far-fetched to envision a future student working through a difficult physics problem by using their hands to manipulate a 3D visualization that floats above the desk. A doctor preparing for heart surgery will rehearse on a photo-real replica of his patient's organ. A visitor to the British Museum in London will sketch a golden Pharaoh's headdress, illuminated by a ray of sunlight pouring in the window, never aware that the physical artifact is still in Egypt. Though such scenarios may seem cut from the pages of science fiction, this thesis illuminates a path to making them possible. To create more realistic and interactive visual information, displays must show high quality 3D images that respond to environmental lighting conditions and user input. The availability of displays capable of addressing the full range of visual experience will improve our ability to interact with computation, the world, and one another. Two of the many problems that have impeded previous efforts to design high-dimensional displays are the need to: 1. process large amounts of information in realtime; and 2. fabricate hardware capable of conveying that information. Light field capture and display is enormously data-intensive, but by applying compressive techniques that take advantage of multiple data redundancies in light transport, it is possible to overcome these challenges and make use of hardware available in the near-term. This thesis proposes display and capture frameworks that use non-negative tensor factorization and dictionary-based sparse reconstruction, respectively, in conjunction with the co-design of algorithms, optics, and electronics to allow compressive, simultaneous, light field display and capture.
by Matthew Waggener Hirsch.
Ph. D.
Karahalios, Kyratso G. 1972. "Merging static and dynamic visual media along an event timeline." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/61832.
Full textNaik, Nikhil (Nikhil Deepak). "Visual urban sensing : understanding cities through computer vision." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109656.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 122-131).
This thesis introduces computer vision algorithms that harness street-level imagery to conduct automated surveys of the built environment and populations at an unprecedented resolution and scale. We introduce new tools for computing quantitative measures of urban appearance and urban change. First, we describe Streetscore, an algorithm that quantifies how safe a street block looks to a human observer, using computer vision and crowdsourcing. We extend this work with an efficient convolutional neural network-based method that is capable of computing several perceptual attributes of the built environment from thousands of cities from all six inhabited continents. Second, we introduce a computer vision algorithm to compute Streetchange-a metric for change in the built environment-from time-series street-level imagery. A positive Streetchange is indicative of urban growth; while negative Streetchange is indicative of decay. We use these tools to introduce new datasets. We use the Streetscore algorithm to generate the largest dataset of urban appearance to date, which covers more than 1 million street blocks from 21 American cities. We use the Streetchange algorithm to also generate a dataset for urban change containing more than 1.5 million street blocks from five large American cities. These datasets have enabled research studies across fields such as economics, sociology, architecture, urban planning, and public health. We utilize these datasets to provide new insights on important research questions. With the dataset on urban appearance, we show that criminal activity has a robust positive correlation with the spatial variation in architecture within neighborhoods. With the dataset on urban change, we show that positive urban change occurs in geographically and physically attractive areas with dense, highly-educated populations. Taken together, the tools, datasets, and insights described in this thesis demonstrate that computer vision-driven surveys of people and places have the potential to massively scale up studies in social science, to change the way cities are built, and to improve the design, execution, and evaluation of policy and aid interventions.
by Nikhil Naik.
Ph. D.
Wilson, Andrew David. "Learning visual behavior for gesture analysis." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/62924.
Full textVasconcelos, Nuno Miguel Borges de Pinho Cruz de. "Bayesian models for visual information retrieval." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/62947.
Full textIncludes bibliographical references (leaves 192-208).
This thesis presents a unified solution to visual recognition and learning in the context of visual information retrieval. Realizing that the design of an effective recognition architecture requires careful consideration of the interplay between feature selection, feature representation, and similarity function, we start by searching for a performance criteria that can simultaneously guide the design of all three components. A natural solution is to formulate visual recognition as a decision theoretical problem, where the goal is to minimize the probability of retrieval error. This leads to a Bayesian architecture that is shown to generalize a significant number of previous recognition approaches, solving some of the most challenging problems faced by these: joint modeling of color and texture, objective guidelines for controlling the trade-off between feature transformation and feature representation, and unified support for local and global queries without requiring image segmentation. The new architecture is shown to perform well on color, texture, and generic image databases, providing a good trade-off between retrieval accuracy, invariance, perceptual relevance of similarity judgments, and complexity. Because all that is needed to perform optimal Bayesian decisions is the ability to evaluate beliefs on the different hypothesis under consideration, a Bayesian architecture is not restricted to visual recognition. On the contrary, it establishes a universal recognition language (the language of probabilities) that provides a computational basis for the integration of information from multiple content sources and modalities. In result, it becomes possible to build retrieval systems that can simultaneously account for text, audio, video, or any other content modalities. Since the ability to learn follows from the ability to integrate information over time, this language is also conducive to the design of learning algorithms. We show that learning is, indeed, an important asset for visual information retrieval by designing both short and long-term learning mechanisms. Over short time scales (within a retrieval session), learning is shown to assure faster convergence to the desired target images. Over long time scales (between retrieval sessions), it allows the retrieval system to tailor itself to the preferences of particular users. In both cases, all the necessary computations are carried out through Bayesian belief propagation algorithms that, although optimal in a decision-theoretic sense, are extremely simple, intuitive, and easy to implement.
by Nuno Miguel Borges de Pinho Cruz de Vasconcelos.
Ph.D.
Intille, Stephen S. (Stephen Sean). "Visual recognition of multi-agent action." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/9374.
Full textIncludes bibliographical references (p. 167-184).
Developing computer vision sensing systems that work robustly in everyday environments will require that the systems can recognize structured interaction between people and objects in the world. This document presents a new theory for the representation and recognition of coordinated multi-agent action from noisy perceptual data. The thesis of this work is as follows: highly structured, multi-agent action can be recognized from noisy perceptual data using visually grounded goal-based primitives and low-order temporal relationships that are integrated in a probabilistic framework. The theory is developed and evaluated by examining general characteristics of multi-agent action, analyzing tradeoffs involved when selecting a representation for multi-agent action recognition, and constructing a system to recognize multi-agent action for a real task from noisy data. The representation, which is motivated by work in model-based object recognition and probabilistic plan recognition, makes four principal assumptions: (1) the goals of individual agents are natural atomic representational units for specifying the temporal relationships between agents engaged in group activities, (2) a high-level description of temporal structure of the action using a small set of low-order temporal and logical constraints is adequate for representing the relationships between the agent goals for highly structured, multi-agent action recognition, (3) Bayesian networks provide a suitable mechanism for integrating multiple sources of uncertain visual perceptual feature evidence, and (4) an automatically generated Bayesian network can be used to combine uncertain temporal information and compute the likelihood that a set of object trajectory data is a particular multi-agent action. The recognition algorithm is tested using a database of American football play descriptions. A system is described that can recognize single-agent and multi-agent actions in this domain given noisy trajectories of object movements. The strengths and limitations of the recognition system are discussed and compared with other multi-agent recognition algorithms.
by Stephen Sean Intille.
Ph.D.
Karle, Ryan. "Leveraging Sound, Space and Visual Art in an Installation." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1460.
Full textDiep, Vivian Chan. "Me.TV : a visual programming language and interface for dynamic media programming." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101844.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 59-60).
The culture of televised media experiences has changed very little since the time it began in the 1930s, but new internet technologies, like Netflix, Hulu, and Youtube, are now quickly forcing major change. Although these new internet technologies have given the viewer more control than the historical dial, they have also left behind some of the greatest contributions of traditional television. These contributions include not just the well-favored simplicity of use, but also the sense of social experience and connectedness, the ease and continuity of scheduled programming, and the understanding that television is now, current, and pulsing. This thesis presents Me.TV, a web platform that combines the benefits of traditional television and on-demand viewing for a new experience that allows us to let go, watch the same channels as our friends, flip our preferences around, get constant, current content, and still have control over the type and timing of content. To make this experience possible, we present a visual programming language at the center of the Me.TV platform that enables users to create complex rules with simple interactions. The visual language constructs allow users to create static preferences, such as genre constraints, and plan for non-static ones, such as a current mood, in as many channels as they want. To support the Me.TV programming language, the platform comprises of an editor, translation engine, application programming interface, video player and navigation dashboard, which we prototype in this thesis as a javascript web application. Work reported herein was funded by the Media Lab Consortium and the Ultimate Media Program.
by Vivian Chan Diep.
S.M.
Schiffman, Jared (Jared Michael) 1976. "Aesthetics of computation : unveiling the visual machine." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/31103.
Full text"September 2001."
Includes bibliographical references (p. 106-110).
This thesis presents a new paradigm for the design of visual programming languages, with the goal of making computation visible and, in turn, more accessible. The Visual Machine Model emphasizes the need for clear visual representations of both machines and materials, and the importance of continuity. Five dynamic visual programming languages were designed and implemented according to the specification of the Visual Machine Model. In addition to individual analysis, a comparative evaluation of all five design experiments is conducted with respect to several ease of use metrics and Visual Machine qualities. While formal user tests have not been conducted, preliminary results from general user experiences indicate that being able to see and interact with computation does enhance the programming process.
Jared Schiffman.
S.M.
Yang, Xiaoyang. "Visual balance--the tightrope of computer generated layout." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/63208.
Full textMollitor, Robert Charles. "Eloquent scenery--a study of peripheral visual communication." Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/62038.
Full textChang, Agnes S. M. Massachusetts Institute of Technology. "Kaleido : individualistic visual interfaces for software development environments." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61942.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. [105]-108).
Programming, especially programming in the context of art and design, is a process of reconciling and shifting between individual creative thought and rigid conceptual models of code. Despite advances of programming support tools, the discrepancy between the contextual specificity of the author's intent and the uniformity of program structure still causes people to find the software medium unwieldy. Taking inspiration from the way in which sketching supports the creative process, in this thesis I argue that incorporating individualistic visual elements into the interface of our programming environments can make the creative coding process more intuitive. I present Kaleido as one implementation of a programming environment that augments traditional textual representations of a program with user-generated graphical elements that act as an additional interface to the code. Kaleido enables users to create personally meaningful visuals for their code, thus allowing individuals to plan, organize, and navigate code in the idiosyncratic way we each think. This document presents the motivations, research, and design process that led to the creation of Kaleido, as well as a preliminary evaluation of a number of users' experience with using Kaleido, and finally a discussion of future and alternative possibilities.
by Agnes Chang.
S.M.
Schoch, Catherine M. "Medium and mode : relationships between visual experience and perception in an installation arts practice." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/70251/2/Catherine_Schoch_Thesis.pdf.
Full textSpencer, John Maurice. "Creative risk and ethics : the pedagogy of media practice and the visual arts within UK higher education." Thesis, Manchester Metropolitan University, 2016. http://e-space.mmu.ac.uk/618330/.
Full textThe, Richard. "Subjectified : personification as a design strategy in visual communication." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62083.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 87-89).
When we encounter statistics too far removed from our personal experience, we sometimes find it difficult to imagine the real implications of that data. While we might understand the information logically, it can be hard to relate it to our immediate personal lives. In this thesis, I investigate a novel visual representation for such data, which I call Personification of Information. This alternative form of data visualization incorporates real people within the viewer's immediate physical or social environment as part of the representation. The goal of this visualization technique is to bring information that is otherwise perceived as distant and detached closer to the viewer. This design strategy is explored in three artistic projects, "What If the World were your n Facebook friends?", "Unification-A Case Study?" And "What Was the Media Lab Thinking About In The Year _ _ _ ?" They are complemented by two projects from other areas that investigate Personification as a design strategy to bring the abstract closer to the individual: "Omnivisu" uses Personification as an interface to architecture; "Giving Character to Characters" applies the strategy to augment digital typography with human expression. Additionally I formalize the findings of these projects as a set of generalized design parameters for Personification of Information.
by Richard The.
S.M.
Gorkani, Mojgan Monika. "Designing an orientation finding algorithm using human visual data." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62090.
Full textMukherjee, Niloy 1978. "Spontaneous speech recognition using visual context-aware language models." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/62380.
Full textIncludes bibliographical references (p. 83-88).
The thesis presents a novel situationally-aware multimodal spoken language system called Fuse that performs speech understanding for visual object selection. An experimental task was created in which people were asked to refer, using speech alone, to objects arranged on a table top. During training, Fuse acquires a grammar and vocabulary from a "show-and-tell" procedure in which visual scenes are paired with verbal descriptions of individual objects. Fuse determines a set of visually salient words and phrases and associates them to a set of visual features. Given a new scene, Fuse uses the acquired knowledge to generate class-based language models conditioned on the objects present in the scene as well as a spatial language model that predicts the occurrences of spatial terms conditioned on target and landmark objects. The speech recognizer in Fuse uses a weighted mixture of these language models to search for more likely interpretations of user speech in context of the current scene. During decoding, the weights are updated using a visual attention model which redistributes attention over objects based on partially decoded utterances. The dynamic situationally-aware language models enable Fuse to jointly infer spoken language utterances underlying speech signals as well as the identities of target objects they refer to. In an evaluation of the system, visual situationally-aware language modeling shows significant , more than 30 %, decrease in speech recognition and understanding error rates. The underlying ideas of situation-aware speech understanding that have been developed in Fuse may may be applied in numerous areas including assistive and mobile human-machine interfaces.
by Niloy Mukherjee.
S.M.
Campbell, Lee Winston. "Visual classification of co-verbal gestures for gesture understanding." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8707.
Full textIncludes bibliographical references (leaves 86-92).
A person's communicative intent can be better understood by either a human or a machine if the person's gestures are understood. This thesis project demonstrates an expansion of both the range of co-verbal gestures a machine can identify, and the range of communicative intents the machine can infer. We develop an automatic system that uses realtime video as sensory input and then segments, classifies, and responds to co-verbal gestures made by users in realtime as they converse with a synthetic character known as REA, which is being developed in parallel by Justine Cassell and her students at the MIT Media Lab. A set of 670 natural gestures, videotaped and visually tracked in the course of conversational interviews and then hand segmented and annotated according to a widely used gesture classification scheme, is used in an offline training process that trains Hidden Markov Model classifiers. A number of feature sets are extracted and tested in the offline training process, and the best performer is employed in an online HMM segmenter and classifier that requires no encumbering attachments to the user. Modifications made to the REA system enable REA to respond to the user's beat and deictic gestures as well as turntaking requests the user may convey in gesture.
(cont.) The recognition results obtained are far above chance, but too low for use in a production recognition system. The results provide a measure of validity for the gesture categories chosen, and they provide positive evidence for an appealing but difficult to prove proposition: to the extent that a machine can recognize and use these categories of gestures to infer information not present in the words spoken, there is exploitable complementary information in the gesture stream.
by Lee Winston Campbell.
Ph.D.
Araujo, Santos Ana Luisa de. "uCom : spatial displays for visual awareness of remote locations." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/55199.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. [113]-116).
uCom enables remote users to be visually aware of each other using "spatial displays" - live views of a remote space assembled according to an estimate of the remote space's layout. The main elements of the system design are a 3D representation of each space and a multi-display physical setup. The 3D image-based representation of a space is composed of an aggregate of live video feeds acquired from multiple viewpoints and rendered in a graphical visualization resembling a 3D collage. Its navigation controls allow users to transition among the remote views, while maintaining a sense of how the images relate in 3D space. Additionally, the system uses a configurable set of displays to portray always-on visual connections with a remote site integrated into the local physical environment. The evaluation investigates to what extent the system improves users' understanding of the layout of a remote space.
by Ana Luisa de Araujo Santos.
S.M.
Dawes, Jason. "The Value of Everything is Nothing." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/248.
Full textDiMicco, Joan Morris. "Changing small group interaction through visual reflections of social behavior." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33007.
Full textLeaf 141 blank.
Includes bibliographical references (leaves 135-140).
People collaborating in groups have potential to produce higher-quality output than individuals working alone, due to the pooling of resources, information, and skills. Yet social psychologists have determined that groups rarely harness this potential. This thesis proposes that technology in face-to-face settings can be used to address the social factors that have damaging influence on group decision-making processes. While there is much work in the area of collaborative software and groupware, this work differentiates itself with its specific aim to influence the way a group shares information without mediating the group's communication. By presenting visualizations to the group of individual levels of participation and turn-taking behavior, the technology aims to augment the group's communication ability, by making it more aware of imbalances. A series of dynamic displays positioned peripherally to a discussion were developed and used by a variety of groups during face-to-face meetings. Both observational and experimental results indicate that these displays influence individual participation levels and the process of information sharing used during a decision-making discussion. A display revealing real-time participation levels caused those at the highest levels of participation to decrease the amount they spoke. Viewing a visualization of previous turn-taking patterns caused those who spoke the least to increase the amount they spoke in a subsequent discussion; real-time feedback did not produce this change. Additionally, after reviewing their turn-taking patterns, groups altered their information-sharing strategies.
(cont.) For groups that had poor sharing strategies on an initial task, this change improved their ability to share information related to the decision; for those who did not need intervention, feedback on turn-taking was not beneficial for their subsequent information sharing. The central finding of this research is that displays of social information, viewed during or after a meeting, bring about changes in a group's communication style, highlighting the potential for such displays to improve real-world decision-making.
by Joan Morris DiMicco.
Ph.D.
Starner, Thad. "Visual recognition of American sign language using hidden Markov models." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/29089.
Full textDai, James Jian 1982. "Visual intelligence for online communities : commonsense image retrieval by query expansion." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/26916.
Full textIncludes bibliographical references (leaves 65-67).
This thesis explores three weaknesses of keyword-based image retrieval through the design and implementation of an actual image retrieval system. The first weakness is the requirement of heavy manual annotation of keywords for images. We investigate this weakness by aggregating the annotations of an entire community of users to alleviate the annotation requirements on the individual user. The second weakness is the hit-or-miss nature of exact keyword matching used in many existing image retrieval systems. We explore this weakness by using linguistics tools (WordNet and the OpenMind Commonsense database) to locate image keywords in a semantic network of interrelated concepts so that retrieval by keywords is automatically expanded semantically to avoid the hit-or-miss problem. Such semantic query expansion further alleviates the requirement for exhaustive manual annotation. The third weakness of keyword-based image retrieval systems is the lack of support for retrieval by subjective content. We investigate this weakness by creating a mechanism to allow users to annotate images by their subjective emotional content and subsequently to retrieve images by these emotions. This thesis is primarily an exploration of different keyword-based image retrieval techniques in a real image retrieval system. The design of the system is grounded in past research that sheds light onto how people actually encounter the task of describing images with words for future retrieval. The image retrieval system's front-end and back- end are fully integrated with the Treehouse Global Studio online community - an online environment with a suite of media design tools and database storage of media files and metadata.
(cont.) The focus of the thesis is on exploring new user scenarios for keyword-based image retrieval rather than quantitative assessment of retrieval effectiveness. Traditional information retrieval evaluation metrics are discussed but not pursued. The user scenarios for our image retrieval system are analyzed qualitatively in terms of system design and how they facilitate the overall retrieval experience.
James Jian Dai.
S.M.
Barabas, James. "Holographic television : measuring visual performance with holographic and other 3D television technologies." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91863.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 89-96).
We are surrounded by visual reproductions: computer screens, photographs, televisions, and countless other technologies allow us to perceive objects and scenes that are not physically in-front of us. All existing technologies that reproduce images perform engineering tradeoffs that provide the viewer with some subset of the visual information that would be available in person, in exchange for cost, convenience, or practicality. For many viewing tasks, incomplete reproductions go unnoticed. This dissertation provides a set of findings that illuminate the value of binocular disparity, and ocular focus information that can be provided by some three-dimensional display technologies. These findings include new experimental methods, as well as results, for conducting evaluations of current and future display technologies. Methodologies were validated on an implementation of digital holographic television, an image capture and reproduction system for visual telepresence. The holographic television system, allows viewers to observe, in real-time, a remote 3D scene, through a display that preserves focus (individual objects can be brought into optical focus at the expense of others), and horizontal motion parallax (depth and other geometry of objects appears natural over a range of head movement). Holographic television can also emulate other precursor 2D and 3D display technologies. This capability was used to validate the evaluation methodologies (meta-evaluation) by comparing visual performance on simulations of conventional displays to results of past studies by other researchers.
by James Barabas.
Ph. D.
Rennison, Earl. "The mind's eye : an approach to understanding large complex information-bases through visual discourse." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/62332.
Full textHall, Price. "Transmutation: One Thing Becoming Another." CSUSB ScholarWorks, 2015. https://scholarworks.lib.csusb.edu/etd/251.
Full textMurrieta, Flores David Alejandro Jerzy. "Situationist margins : The Situationist Times, King Mob, Black Mask, and S.NOB magazines." Thesis, University of Essex, 2017. http://repository.essex.ac.uk/20919/.
Full textHimes, Susan. "Fat commentary and fat humor presented in visual media : a content analysis." [Tampa, Fla] : University of South Florida, 2005. http://purl.fcla.edu/usf/dc/et/SFE0001407.
Full textHirsh, David E. "Photorealistic Rendering for LIve-Action Video Integration." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/honors/399.
Full textDe, Panbehchi Maria L. "Nostalgia and iPhone Camera Apps: An Ethnographic Visual Approach to iPhoneography." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4639.
Full textAkil, Hatem Nazir. "The visual divide Islam vs. the West, image peception in cross-cultural contexts." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4733.
Full textID: 030646224; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 204-217).
Ph.D.
Doctorate
Arts and Humanities
Texts and Technology
Schrock, Madeline Rose. "Visual Media, Dance, and Academia: Comparing Video Production with the Choreographic Process and Dance Improvisation." Ohio University Honors Tutorial College / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1306695898.
Full textMcBride, Emily. "so much apparent nothing." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4238.
Full textVan, Zyl Christa Engela. "‘Swartsmeer’ : ’n studie oor die stereotipering van Afrika en Afrikane in die populere media." Thesis, Stellenbosch : University of Stellenbosch, 2008. http://hdl.handle.net/10019.1/1886.
Full textThis thesis consists of a study that identifies and analyses the origins, nature, and spectrum of different stereotypes of Africans in popular texts. The past can only be explored through texts, which are unavoidably mediated, re-interpreted, fictional and temporary. No text can be read in isolation – it is imperative to gain knowledge about the social and ideological context in the analysis of any historical text. History shows that racism is a constructed concept, and the roots of stereotypical perceptions of the ‘Other’ can be found in antiquity – in Ancient Egypt, Classical Greece and the Jewish Torah, as well as during the Middle Ages. A historical synopsis is given of the conception and development of racial stereotyping through the ages until the present. The study demonstrates how stereotypes gradually adapt with history, politics, and ideology. Stereotypes are in my opinion not necessarily constructed on purpose. Stereotypes are developed and based on historical events, but are transformed in time to fulfil new purposes. My conclusion is that racist stereotypes of Africans are created in the West, by the West, for the West. In many ways, the adaptation of the stereotypes of Africans act as a timeline for Western involvement on the continent. The stereotypical portrayal of Africa as the Dark Continent, “White Man’s Burden” and Godforsaken Continent will firstly be studied. Secondly, the depiction of African-Americans, especially in American popular culture, is discussed through stereotypes like Mammy, Uncle Tom, Jezebel, and Buck. The theme of my practical component, a two part series about the Cape Carnival, discusses the stereotype of the “Jolly Hotnot” or “Coon” and examines the portrayal of Africans as comical. The study shows the important role popular media plays in spreading and reaffirming stereotypes. Stereotypes are often used as a survival method to make the multiplicity of reality manageable, recognisable, and understandable. Stereotyping becomes problematic if the stereotypes are used as generalisations to marginalise a group in terms of features such as skin colour. A type of “cultural decolonisation” would be necessary to counteract this marginalisation, through popular culture created by in Africa, by Africans, for Africans and international popular culture.
Rye, Caroline. "Living cameras : a study of live bodies and mediatized images in multi-media performance and installation art practice." Thesis, Edinburgh Napier University, 2000. http://researchrepository.napier.ac.uk/Output/5886.
Full textReid, Lawrence. "DUNIDEDCUDIGUNADIE." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3746.
Full textBryant, Susan C. "The Beautiful Corpse: Violence against Women in Fashion Photography." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/scripps_theses/158.
Full textKirsten, Marnell. "Alternative to what? : the rise of Loslyf magazine." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/86663.
Full textENGLISH ABSTRACT: In this study I analyse the first year of publication of Loslyf, the first and, at the time of its launch in June 1995, only Afrikaans pornographic magazine. The analysis comprises a historical account of its inception as relayed mainly by Ryk Hattingh, the first editor of Loslyf and primary creative force behind the publication. Such an investigation offers valuable insights into an aspect of South African media history as yet undocumented. As a powerful contributor to an Afrikaans imaginary, emerging at a time of political renewal, Loslyf provides a glimpse into the desires, tensions and tastes of and for an imagined community potentially still shaped by a censorial past. The magazine is worth studying, in part, as an example of an attempt at reinvesting the prescriptive and seemingly generic genre of pornography with cultural specificity and political content, with a view to making it more interesting and relevant. The study argues that whilst Loslyf succeeded in fracturing the “simulacrum” (Baudrillard 1990: 35) of pornographic representation, it also demonstrated that this kind of „alternativity‟ is difficult to sustain. An analysis of the written and visual content of the first 12 issues of the magazine, under Hattingh‟s editorship, investigates the basis of Loslyf‟s status as „alternative‟ publication. I conclude that the first year of Loslyf contributed towards the broader project of democratic expression in an expanding South African visual economy, as a simultaneously well considered and underrated (at the time of its publication at least) cultural product.
AFRIKAANSE OPSOMMING: In hierdie studie analiseer ek die eerste jaar van publikasie van Loslyf as 'n baanbrekende en, in die tyd van sy ontstaan in Junie 1995, die enigste Afrikaanse pornografiese tydskrif. Hierdie analise behels ʼn historiese oorsig van die ontstaan van Loslyf soos hoofsaaklik verhaal deur Ryk Hattingh, die eerste redakteur van Loslyf en primêre kreatiewe mag agter die publikasie. So ʼn ondersoek bied waardevolle insig tot ʼn ongedokumenteerde aspek van Suid-Afrikaanse mediageskiedenis. As ʼn kultuurproduk wat ʼn kragtige bydrae gelewer het tot die Afrikaanse samelewing in ʼn tyd van politieke hernuwing, bied Loslyf ʼn weerkaatsing van die begeertes, spanninge en smake vir en van hierdie gemeenskap – begeertes en smake wat grootendeels gevorm is deur ʼn geskiedenis van sensuur. Dit is waardevol om die tydskrif te bestudeer as voorbeeld van 'n poging om die voorskriftelike en skynbaar generiese pornografiese genre met kulturele bepaaldheid en politiese inhoud te herbelê, ten einde hierdie genre meer interessant en relevant te maak. Hierdie studie beweer dat, terwyl Loslyf daarin slaag om die “simulakrum” (Baudrillard 1990: 35) van pornografiese voorstelling te breek, die publikasie ook demonstreer dat hierdie tipe „alternatiwiteit‟ moeilik volhoubaar is. ʼn Analise van die geskrewe en visuele inhoud van die eerste 12 uitgawes van die tydskrif, onder redakteurskap van Hattingh, ondersoek die basis van Loslyf se status as „alternatiewe‟ publikasie. Ek beslis dat Loslyf se eerste jaar bygedra het tot die breër inisiatief van demokratiese uitdrukking in ʼn ontwikkelende Suid- Afrikaanse visuele ekonomie, as gelyktydig goed deurdagte én ondergeskatte (veral ten tyde van sy ontstaan) publikasie.
Langesfeld, Ivan. "Fragile Oceans, Synthetic Flotsam and Microbial Collaboration – Explorations in the Visual Communication of the Plastic Crisis." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/pomona_theses/210.
Full textBehrendt, Frauke. "Mobile sound : media art in hybrid spaces." Thesis, University of Sussex, 2010. http://sro.sussex.ac.uk/id/eprint/6336/.
Full textZhao, Meng. "The Media, Education, and the State: Arts-Based Research and a Marxist Analysis of the Syrian Refugee Crisis." Chapman University Digital Commons, 2019. https://digitalcommons.chapman.edu/education_dissertations/8.
Full textKihlgren, Grandi Lorenzo. "Créer la solidarité transnationale à travers le visuel à l’ère des médias sociaux. Une enquête sur la seconde révolution égyptienne." Thesis, Paris, EHESS, 2017. http://www.theses.fr/2017EHES0179.
Full textIs it possible to build a transnational sense of solidarity across the Internet with regards to strictly national political demands? What links can arise and be deployed towards achieving solidarity? What are the technological devices and communication spaces available, and how does information spread and find its audience? Finally, how is it possible to measure the impact of such dynamics?This thesis attempts to answer these questions in light of the second Egyptian Revolution of 2013 that led to the fall of the Morsi government. In a national climate marked by strong political polarization, this revolution was accompanied by a wave of online activism: virtual spaces of information, coordination and debate unfolded within social networks. Among these spaces, some were intended to elicit a desire for solidarity from a foreign audience distant from the political events in Egypt and its issues.To help understand such transnational communication, this work combines a socio-historical portrait of the Egyptian Revolution’s young protagonists with an analytical description of the visual communication mechanisms of Operation Egypt – a Facebook page that had vast impact in virtual spaces. This dual perspective responds to a desire to grasp the root causes of the online activism of Egypt’s “connected” youth in order to jointly apprehend a historical context particularly marked by a desire for political change, as well as the advent of a closely linked encounter between juvenile protest and new information technology. Finally, this thesis focuses on the construction of connected transnational solidarity.The fieldwork presents a mixed, qualitative and quantitative experimental approach. On the qualitative side, a semiological approach has been developed to analyze the visual works of protest expressly conceived to transnationally circulate on social media. On the quantitative side, the data collected is intended to document the scope of the various forms of national and international virtual interaction generated by this content.Finally, this study allows us to integrate a reflection on the function of this typology of virtual spaces as the media of public discussion and their contribution to the emergence of a transnational public sphere
Sisk, Christopher Andrew. "In Media Res." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5444.
Full textLarcher, Jonathan. "Des arts filmiques en anthropologie. Enquête, expérience et écologie des images en "tsiganie"." Thesis, Paris Sciences et Lettres (ComUE), 2018. http://www.theses.fr/2018PSLEH045/document.
Full textThis research initially consisted of the production of documentary films and a collection of vernacular images produced in the "Gypsy Quarter" ( "ţigănie") of Diţeşti, a village in the south of Romania. From the start of this investigation, my interlocutors informed me that their ţigănie is populated by images; telenovelas, domestic pictures, “commissioned home movies”, etc. Each filmed situation is therefore the subject of intense negotiations between practices and contrasting filmic experiences. This work is based on a description and the reconstruction of the lived experiences, sedimented with images of my interlocutors. By observing the ramifications of this work, both in the social world and in a history and ecology of images, it has progressively taken the form of an investigation by the filmic arts, a visual and digital history of Gypsy figures of the Romanian cultural industries and an archeology of vernacular film practices in ţigănie. Although the scale of the analysis is that of a monograph, the challenge of this work is to show how this form of experience reconfigures the practice of filmic arts and broadens the phenomenal field of different research traditions that constitute the field of Visual Anthropology ("experimental ethnography", Indigenous media and ethnographic film). In short, this set of visual and textual proposals considers the filmic arts as analytical tools for understanding and making understood the lived experience of filmed people and the agentivity of images in the social world we inhabit. What this thesis proposes, both in its hypothesis and conclusion, is to consider both filmmakers and the anthropologist’s interlocutors as true observers and theoreticians of images and experienced realities. Thus, by understanding images through the experience of the respondents’ images, this research demonstrates the way in which the filmic arts - as a practice and a discipline - generate new anthropological questions. In addition, and more critically, this knowledge of images invites us to reconsider attentively the way in which anthropologists (and filmmakers) sometimes delegate the descriptive, memorial or transactional functions of images to visual technologies
Stephan, Arlindo Antonio. "Entre as artes visuais e o design: o movimento concreto e o projeto na atualidade." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-27022013-101901/.
Full textThe main objective of this thesis is to identify projective, technological and pictorial aspects that influence the constructive and concrete trends of visual arts within its connection with design theories. Such connection is mediated by image-related technologies that are in continuous evolution, mainly since the beginning of the 20th century. In Brazil, during the second half of the 20th century, artists and theorists of the Concrete Movement proposed an approach to view art that was both industrial and connected with communication processes. Such approach was further enhanced by technological and computational images, effectively determining the beginning of the contemporary era for the arts in Brazil. The goal of this work is to understand this transformation in which image-related technologies lead to modifications in the creative processes of art and design. We argue that current digital media enhance the creative potential in the development of projects along with a closer interaction/connection between art and design.