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1

Maul-Smith, Christopher Roland. "Engaging Community and Developing Leadership Through Adventure and Experiential Learning". The University of Montana, 2009. http://etd.lib.umt.edu/theses/available/etd-07202009-164838/.

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Abstract (sommario):
During this project seventh grade students and I collaborated to accomplish the goal of building a relationship between the seventh and fifth grades so the younger students could feel safe and welcome at our school. I used a teaching approach based on the elements of adventure and the experiential cycle of learning to help seventh grade students develop leadership skills. Team building activities and a community adventure brought the seventh and fifth graders together. The leadership role of the seventh graders during these events served as the catalyst for building a positive caring relationship between the two grades.
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2

Molino, Nicolene Chloe. "Dog wars : a Victorian steampunk adventure". Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1001815.

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We're in an alternate universe, circa Dickensian London. Leofric Lieven, a local crime lord, is about to find the past catching up on him. The Romany Carnival has come to town, and a gypsy woman, his former lover and partner in crime, demands from him a favour which will redress his betrayal of years before: he must secure a stolen object and return it to her. But things go horribly wrong when local delivery boy Cards Bennish is kidnapped by Leofric’s competitor before he can deliver the goods that will cover Leofric's debt to the gypsy. In this world, humans can shape shift into animals, entirely or only partially, dog fighting is the favourite pastime for high stakes betting, and power belongs to the highest bidder. The gypsy’s final bet, for the highest stakes yet, will seal the fates of a number of people, for better or worse
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3

Karlin, Adam. "Undertow". ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2613.

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A short story collection that explores themes of culture, history, race, movement, stagnancy, and freedom. All stories are connected by elements of water, swimming, rivers, or wetlands. All contain characters seeking to escape their circumstances, with varying degrees of success. For some characters, the arc of their development lays in their movement; for others, it lays in their learning to live with a lack of movement.
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4

Ekeroth, Christoffer. "A End-User Programming System For Creating Adventure Games". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166549.

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Abstract (sommario):
In today’s always online, always connected world we consume more digital media than ever before. As part of this development, social media has blurred the line between producer and consumer, giving anyone with an Internet connection the opportunity to reach out to millions of users. While platforms such as Twitter, Facebook and Tumblr allow any- one to be the editor of their own news channel, some forms of expression are still out of reach for the everyday user. One such medium is com- puter games, which have always required—and still do—a high level of programming skill to create. As such, games is a channel that has traditionally been out of reach for the casual content creator. The goal of this thesis is to address this issue by making the cre- ation of text-based adventure game accessible to non-programmers, as part of an initiative from Paradox Interactive. More specifically, Para- dox Interactive had the goal of empowering their writing staff to create adventure games without requiring the assistance of programmers. Through interviews and workshops with writers and other stake- holders at Paradox Interactive a set of requirements were elicited, which were complemented by analyzing the works of Joe Dever, author of the influential Lone Wolf series of gamebooks. From these requirements a series of low-fidelity prototypes were developed, which were tested and iterated upon in collaboration with users of the system. After several iterations on the prototype a final design specification was developed, which was turned into a high-fidelity software prototype. Building upon the high-fidelity prototype, a working adventure game creation software was developed.
I dagens ständigt uppkopplade värld konsumerar vi digitala medier som aldrig tidigare. Som en del av den här utvecklingen har sociala me- dier löst upp gränsen mellan producent och konsument, vilket gjort det möjligt för vem som helst med en Internetuppkoppling att nå ut till miljontals andra användare. Medan plattformar som Twitter, Facebook och Tumblr har gjort det möjligt för vem som helst att bli redaktör för sin egen nyhetskanal finns det vissa uttrycksformer som fortfarande håller vanliga användare utestängda. Ett exempel är datorspel, vilka ställer stora krav på förkun- skaper inom programmering för att man ska kunna skapa dem. På grund av detta har skapandet av datorspel traditionellt sätt varit utom räckhåll för vardagsanvändaren. Målet med detta exjobb är att, på initiativ av företaget Paradox Interactive, råda bot på detta genom att göra skapandet av textbaserade äventyrspel tillgängligt för icke-programmerare. Mer specifikt har man  på Paradox Interactive velat skapa ett verktyg som skulle låta deras författare skapa äventyrsspel utan att behöva hjälp från programmerare. En kravspecifikation för verktyget togs fram genom intervjuer och workshops med författare och andra inblandade på Paradox Interactive, vilken kompletterades med en analys av Joe Devers Ensamma Vargen-böcker. Från kravspecifikationen togs sedan ett antal prototyper fram, vilka testades och utvecklades i samarbete med systemets användare. Efter ett flertal iterationer av prototoypen togs en slutgilitg speci- fikation fram, vilken låg till grund för en digital prototyp. Utifrån den digitala prototypen utvecklades sedan en slutgiltig version av mjukvaran.
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5

Mahoney, Bridget. "Photography's creative influence on Lewis Carroll's Alice's adventures in Wonderland and Through the looking glass and what Alice found there". [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003049.

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6

Zalka, Csenge Virág. "Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum". Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1469.

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Abstract (sommario):
The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final product of the thesis project. By exploring tabletop role-playing as a form of emergent interactive storytelling, a connection has been created between traditional storytelling and popular culture with the hope of reaching out to new audiences and introducing a stronger interactive element into storytelling in secondary education.
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7

Migura, García Begoña. "Elige tu propia aventura, ¿nudo gordiano para el tratamiento holístico de la expresión escrita? : Una experiencia de escritura narrativa creativa en Español como Lengua Extranjera, a través de trabajo cooperativo con wikis". Thesis, Stockholms universitet, Avdelningen för spanska, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-81395.

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Abstract (sommario):
El objetivo de la presente investigación es el de aproximarse al potencial que el género de hiperficción explorativa Elige tu propia aventura (ETPA), abordado desde la producción, puede tener de cara al desarrollo de la competencia escritora en ELE. Como muestra, se ha tomado a un grupo multicultural y plurilingüe de 18 estudiantes de la Universidad de Estocolmo, con una competencia comunicativa mínima en español de B2 marco. Se ha llevado a cabo un análisis cualitativo-cuantitativo que, de forma correlativa, abarcaba el estudio del proceso de composición, del producto alcanzado y del impacto de la tarea sobre el componente afectivo de los participantes. La investigación asignó al grupo de control, la composición cooperativa de un cuento tradicional a través de una wiki, y al experimental, la de un ETPA; todo ello en base a una hipotética oposición entre un ejercicio compositivo lineal y uno de tipo recursivo, respectivamente. Los resultados parecen sugerir que, efectivamente, la estructura no secuencial de la ficción hipertextual propicia un proceso de composición marcado por la recursividad que repercute en la consecución de un mejor producto, en especial, con relación a las propiedades textuales de adecuación, coherencia y cohesión. En lo afectivo, la composición de un ETPA también parece constituir una actividad que, por su novedad, incide positivamente en la motivación de los aprendientes y en un sentimiento de autoeficiencia generado por la resolución exitosa de la tarea.
The purpose of this research is to uncover the potential that lies within the explorative genre of hyperfiction entitled Choose Your Own Adventure (CYOA), approached from the student’s final production, and its significance for the development of writing competency in Spanish as a Foreign Language (ELE). As our target sample population, we have chosen a multicultural and plurilingual group of 18 students from the University of Stockholm, all of whom have acquired at least a B2 level of the Common European Framework of References for Languages (CEFR) in communicative competence. This study has carried out qualitative-quantitative research that, in a correlative manner, encompasses the study of the writing process, the final written product, and the impact of the task over the affective component of every participant. The project required the control group to create a cooperative composition of a fairy tale by means of a wiki, and the experimental group to CYOA; all of which was based on the hypothetical opposition between a lineal compositional exercise and a recursive one. Results indicate that the non-sequential structure of hypertextual fiction leads to a recursive writing process. Consequentially, this has an impact on the creation of a better product, especially when related to textual properties of adaptation, coherence and cohesion. Within the affective sphere, the composition of a CYOA could constitute an activity that, due to its novelty, has a positive effect on the learner’s motivation and on his or her sense of self-efficacy generated by the successful resolution of the task.
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8

Roberts, James. "The ludic mode of Pangamonium: an exegesis on the novel: ' Pangamonium '". Thesis, 2007. http://hdl.handle.net/2440/37899.

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Abstract (sommario):
This thesis has two components : a novel and an exegesis. Pangamonium is a comic novel that parodies and satirises adventure romances and travel accounts as well as global imperialisms. Francis, an American journalist who has lived in Australia, travels to a tiny Asian country, Panga, a kingdom that has been taken over by a military dictatorship. There he meets Easter, an African on a quest to find the grave and buried treasure of his pirate ancestor. The odd couple endure a comic odyssey together and ultimately liberate a group of enslaved children from a vibrator factory. The Ludic Mode of Pangamonium is an exegesis of the novel. It explores the ludic mode, which it considers an open play of signification characterised by freedom, reflexivity and subversion, and it explores the work of Nabokov, Calvino and Borges to explicate manifestations of play. Pangamonium is also examined in the light of its mythic hero quest structure and its relationship to the discourses of Orientalism and Neocolonialism.
Thesis (Ph.D.) - School of Humanities, 2007.
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9

Roberts, James. "The ludic mode of Pangamonium: an exegesis on the novel: ' Pangamonium '". 2007. http://hdl.handle.net/2440/37899.

Testo completo
Abstract (sommario):
This thesis has two components : a novel and an exegesis. Pangamonium is a comic novel that parodies and satirises adventure romances and travel accounts as well as global imperialisms. Francis, an American journalist who has lived in Australia, travels to a tiny Asian country, Panga, a kingdom that has been taken over by a military dictatorship. There he meets Easter, an African on a quest to find the grave and buried treasure of his pirate ancestor. The odd couple endure a comic odyssey together and ultimately liberate a group of enslaved children from a vibrator factory. The Ludic Mode of Pangamonium is an exegesis of the novel. It explores the ludic mode, which it considers an open play of signification characterised by freedom, reflexivity and subversion, and it explores the work of Nabokov, Calvino and Borges to explicate manifestations of play. Pangamonium is also examined in the light of its mythic hero quest structure and its relationship to the discourses of Orientalism and Neocolonialism.
Thesis (Ph.D.) - School of Humanities, 2007.
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10

CHANG, CHIA-CHEN, e 張家甄. "The Dream Adventure - Digital Illustration Creation". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/zmrmys.

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Abstract (sommario):
碩士
國立屏東大學
視覺藝術學系碩士班
104
In the digital generation, common visual culture and multi-imagine used are highly popular. Digital illustration is a comprehensive artistic performance. This study focused on digital illustration which look for the possibility of new digital material application in breakthrough performance with personal life experiences. In the introduction of the study, it goes from the personal background of the author to understand the effect of illustration and digital mediums application, and further set forth the dreams with digital illustration creation. The style and characteristics between the traditional illustration and digital illustration are analyzed and explored the style and development in digital illustration; moreover, apply to output for creative goods with digital illustration. Part of this study concerns about the theory of digital illustration, the element of illustration and styles, and integrate the relevant bibliography whereby the basis of theoretical performance data obtained on subsequent creation applied. In addition, The thinking and form is performed on practical illustration creation to express personal philosophy.Analyze the content of works from external form to discuss the style and explore creative paths to be applied on cultural goods. Rethink about self-creative to grade future creation, so creative ideas and integration has been ongoing. After constantly experiment and research, practicality commodities are made of the multiple in personal own creative style and taste. This study make conclusions are to understand the diversity of digital illustration and applied creative merchandise; besides, the constant innovative various combinations of the modern design and artistic as possible. Design and art is conveyed from emotion,life. The meaning of innovation is full of unique and worth. Looking forward to the future creation of digital illustration can be more widely presented among different areas.
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11

Wu, Weite, e 吳韋德. "The Creation Discourse of “The Adventure of the Pizzaboy”". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/97031241995306098529.

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Abstract (sommario):
碩士
國立臺灣藝術大學
多媒體動畫藝術學系碩士班
100
The Cartoons of Warner Bros. are the legendary classics among all American cartoons. In the era before 1960’s, the direction of producing these cartoons was targeted at the general audience, not specifically for children, therefore the style was free and bold, and the plots were filled with farce elements. In the process of creating my work, I have observed the classic cartoons of Warner Bros. and incorporated its characteristics and features as inspiration elements into my work to present ‘the fun of cartoons’ as a performance. And simultaneously present the 2D cartoon effect of ‘Squash and Stretch’ in a 3D Animation. Keywords: comedy, 3D computer animation, animation technique, chasing scene.
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12

CHENG, JIA-HONG, e 鄭家宏. "A Study on Fantasy Adventure Light Novels and A Creation of Fantasy Adventure Light Novel "The Xingyao Seven Dragons"". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/erqc6b.

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Abstract (sommario):
碩士
國立勤益科技大學
文化創意事業系
107
Light novels are popular literary genres that prevail in Japan and can be interpreted as "easy-to-read novels." In recent years, Japan has been very popular in the style of "light novels", and its subject matter is also very diverse, such as: youth, campus, love, fantasy, etc., which are also adapted from video games and comics. In the 1980s, Japan began to transform some of the light novels into animations and broadcast them on television. The most famous examples are "The Melancholy of Haruhi Suzumiya," "The Familiar of Zero", and "Looking up at the half-moon" which were adapted into animation and played in 2006. After that, many examples of this type appeared. Since the author himself is very interested in the creature "Dragon" which in China and other East Asian region is a sacred and mysterious presence. Even if it exists, it is still a mystery, therefore, it is often used in light novels and animations. In the legendary Big Dipper, each of its stars has a different meaning. It is said that as long as people pray to them, they will give the power they have to people. For example: the first star represents power, the second star represents wisdom, and so on. This study takes the Japanese fantasy adventure light novel as the research theme, and sorts out these materials by analyzing the world view, the main axis of the story, and the writing perspective of various works, then apply the information to this composition. Therefore, this light novel of a fantasy adventure is based on the theme of the “Dragon” and the “Big Dipper.” In future expectations, through this light novel as a medium, seeking opportunities for cross-industry integration such as peripheral goods, media production, games, etc., in order to create higher market value.
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13

LIN, CHI-YU, e 林琪育. "Summer Adventure: Picture Book Creation of EcotourismFor Zhonghe Community,Xinshe District". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/7zu7up.

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Abstract (sommario):
碩士
國立雲林科技大學
視覺傳達設計系
105
Eco-communities are the product of the transformation and reformation people consciously undertake to change the community – it is the embodiment of the change people strive to make through environmental education, resources research and resources protection. The core concept of environmental traveling lies with mother earth; it differs from general sight-seeing and focuses on environmental protection and local features. This sort of traveling is of depth and makes both a learning and experiencing process. Consequently, photographs of local landscape can no longer suffice for being the place’s selling proposition, it is important to engage people emotionally, and to offer tours to visitors so that they could experience and explore naturally. There are various ways of marketing the community. This study will use picture book as a medium – through the narrative and the sentiments wrapped in the book, the book seeks to market the community through the story.The subject of this study, Xinshe Zhonghe District/Community, is an environmental community that is rich in natural resources and aims to be green community. This picture book focuses on environmental traveling in the community. Through field research and in depth interviews, it seeks to portray the overall outlook and the cultural value of the community. With the stories and featured scenic spots as inspiration, the picture book as the medium, and its method based on sensibility marketing, Summer Adventure centered around Zhonghe community. In strategy, by applying sensibility marketing, the story will focus on the following: (1) narrative – introducing the community’s culture, nature and local features through compelling stories (2) connection – strengthening the tie between the community and environmental traveling, and in doing so giving a good visual representation to the visitors (3) experience – demonstrating the activities and showing lively and positive emotions (4) creativity – the picture book is endowed with the artist’s creativity and personal style (5) value – communicating the community’s culture, environment, education and heritage to the consumers. By adopting the concept of sensibility marketing to creating the picture book, it seeks to engage the consumers emotionally, thus creates the impetus that pushes them to travel, and serves the purpose of promoting environmental travel to the community.
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14

Chang, Chih-Yun, e 張之云. "kitty's worldwide adventures-The creation of electronic children's books". Thesis, 2006. http://ndltd.ncl.edu.tw/handle/86267663117482138687.

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Abstract (sommario):
碩士
中原大學
商業設計研究所
95
A new era in information technology has revolutionized in society and the economy. Due to high-tech products, the environment and the ways people live have significantly changed. For instance, we are surrounded by lots of technological or digital products. Through the internet, information can be accessed everywhere in the world easily and rapidly. Therefore, technological changes in electronic channels have a far-reaching impact on the way people seek information and news. Electronic books have become a trend in publications. Authors and illustrators in children’s literature are joining the e-book market. Electronic children's books have become a new trend in children’s literature. The e-book not only provides channels for children to read and enjoy literature but also creates new study methods in children’s literature. Much more meaningful is that it helps children to gain knowledge through reading. It is very important to develop the advantages of electronic children's books. Although electronic children's books will not completely take the place of children’s paper books, digitalization of children books will be a trend in the future. This creation focuses on interface design of electronic children's books. It analyzes common interface designs in the market and the advantages and disadvantages of electronic children's books before describing a common principle in interface design in conclusion. Further more, the author will design a electronic children's books according to the principal. The story will begin with a kitty planning to travel around the world to introduce five continents and eleven countries around the world. There will be four parts – language, population, climate, and architecture during the introduction for children to gain basic understanding of other countries. It will help children develop a global perspective. The creation hopes to benefit the knowledge of interface design of electronic children's books in country. It will develop the concept of electronic children's books to give children better guidelines for reading. It hopes to provide more colorful learning environment for children in the future.
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15

HSU, PEI-YU, e 徐珮瑜. "Creation of Illustration based on Alice's Adventures in Wonderland". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/8345t8.

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Abstract (sommario):
碩士
國立臺中教育大學
美術學系碩士在職專班
107
《Alice's Adventures in Wonderland》is the children literature published by Lewis Carroll (pen name of British mathematician: Charles Lutwidge Dodgson).Alice, the leading role of the story, fell from a rabbit hole to a dream world. The magic place was full of anthropomorphic animals and Alice found that they knew how to talk. Therefore she embarked on a series of adventures. The distinctive characters in the story deeply attracted the author and then conceived the possibility of developing the illustrated characters in the story. The author used the seven main characters in "Alice in Wonderland": Alice, White Rabbit, The Queen of Hearts, The King of Hearts, The Playing Cards, Mad Hatter, Cheshire Cat for illustration which with the temperament and image of each character in the story. Looking forward to humorous, weird and magical images which can bring viewers to visual impact. The author uses watercolor as the main medium and also uses following sizes: 54cm length, 39cm width, 135cm length, 34cm width and there are 135cm length, 17cm width for illustration creation, in color and there are original painting 18 pcs for exhibition.
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16

Chan, Jia-Kei, e 陳珈琪. "The Adventure of The Little Mousedeer – The Subject of Malaysian Food Culture of Picture Book Creation". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/24859812839358127475.

Testo completo
Abstract (sommario):
碩士
國立雲林科技大學
視覺傳達設計系碩士班
100
In recent years, the cultural picture books related issues has been taken seriously. As the Taiwan government implement the local culture, many picture books on it entering the market. It also provides this study a reference According to current survey, there is no picture book as theme of Malaysian culture currently on the market. Even there are few foreign cultures studies in picture books. However, the food culture includes the meaning of the humanities, race and history. Therefore, the entry point of this study is to understand the lifestyle and culture of a nation from the diet dimension. This study establish a set of picture books of narrative theory by “narrative and theoretical construct elements”, “picture books with the theoretical construct elements and”, and “related descriptive studies”. Secondly, it uses the cultural codes theory analysis as the study sample. Finally, it integrates the “literature”, “design theory review”, and “sample analysis”. From the story, it interprets the culture and character of the local diet through the integration of theoretical and practical design, narrative theory for the infrastructure, the Malaysian food culture as the creation of content, and picture books as a form of expression, the interpretation of the local food culture and features from the story. This study creates a picture book by descriptive theory from subject to script, and transforms the elements to construct of the scene. Creations in addition can be achieved to promote the unique Malaysian culture, but also allow foreign readers to understand the culture of a variety of local style, and even achieve the cultural exchange and transmission.
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17

Chen, Lee Wan, e 李婉貞. "Creation Description of “Alice’s Adventures through a Book”and Experiment of Moving Image Inspired by Animation Essence". Thesis, 2004. http://ndltd.ncl.edu.tw/handle/46337356240261464337.

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Abstract (sommario):
碩士
臺南藝術學院
音像動畫研究所
92
Abstract This thesis discusses the experiment on moving images from animation nature by rethinking “animation” itself, and making personal creation. The discussion focuses on the two works, “Alice’s Adventures through a Book” and “Lovers Discourse-fragments”. By discussing different creation concepts and process from the works, the thesis cuts into the dimension of “frame”. It also provides the thinking ways of manipulating images as a media from literature. Comparing with Norman McLaren’s point of view, animation is conceded a kind of art of manipulating intervals. The main spirits of producing animation is to create messages by tuning the intervals between frames. Finally, by analyzing the characteristic of animation, and discussing of the relationship between animation display media and audiences. May it could offer a possible way to develop the performing methods of animation work, and break the myth of animation as a shadow play in the dark-box.
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18

Hu, Keng-Kan, e 胡耿侃. "A Study and Creation of Cutout Animation Applied on Interactive Animation Stories - An Example of the Adventure Pattern of Hero". Thesis, 2006. http://ndltd.ncl.edu.tw/handle/e88xwq.

Testo completo
Abstract (sommario):
碩士
銘傳大學
設計創作研究所碩士班
94
Given that the innovation and the development of information technology and digital media recently, interactive animation stories succeed in one of the emerging communication appearance. In fact, interactive animation stories not only integrate multi-media display, but also characterized with self-mastering and mutual communication skills, in which provided reader a differentiate reading experience; thus highly evaluate reader’s reading motivation and intention. This research had consulted relevant literature discussion and analysis as the practice base; in addition, researchers would understand the specialties and the design principals of variety media during the process. “The Adventure Pattern of Hero” story was utilized in the research as the basic concept and construct to explore the implication behind the story, and its “hero” image meaning and cognition. In addition, for an interactive animation story, “animation” is an indispensable factor and is critically effected the style of the production. This research mainly utilized cutout animation method to capture the animation style and to integrate with its interactive context to reveal the meaning behind the animation. The results of this study shown as follows: 1. Cutout animation method could convey such a surreal experience to the readers; 2. Utilized interactive animation method to display “the adventure pattern of hero” story could evaluate reader’s psychological cognition in order to convey the meaning of the story; 3. Interactive animation story could maintain the connotation of a “literary work.” Eventually, via the profession skills of composers and their fine formulation, leading this trend to some other aspects and appraise its value. It is hoped that readers could re-recognized their self-value and meaning via reading the morale and positive symbolization indicated in the book; while established an effective interaction patterns with reader to evaluate their reading intention and reading productivity to achieve the goal of real integration and application.
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19

Wu, Yueh-Chen, e 吳悅辰. "Walk into the fantasy world of the fairy talesRe-creation of Alice''s Adventure in WonderlandMad Hatter’s House exhibition". Thesis, 2017. http://ndltd.ncl.edu.tw/handle/82756854739988877385.

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Abstract (sommario):
碩士
中原大學
室內設計研究所
105
Before a formal production of a film, drama, animation or comic, people made story broad to carry out the overall planning. Story broad interprets all kinds of planning contents including camera movement, film composition, actor dialogue, and sound effects. An exhibition with stories is just like movies or dramas, there will be numbers of different scenes, and in different scenes, different display contents and activities take place. The visitors have to fellow the planning of the exhibition, and perform different events. This study is based on the similarity between exhibition’s content structure and film and other works. This study tries to show analysis and planning with story broad. With a creation work as an auxiliary instruction, this study explains the application and interpretation of the story broad in the exhibition design. The study and creation of the story broad is based on" Alice’s Adventure in Wonderland "written by Louis Carlo''s."Alice’s Adventure in Wonderland" is a world famous children''s literature, which contains the imagination of the fantasy world and the criticism of the reality world. The text and pictures inside compose an important page of the Victorian children''s fantasy literature. "Alice’s Adventure in Wonderland" spread throughout the world. Everywhere in the world has adaptation or re-creation about this story. If someone wants to use "Alice Adventure in Wonderland" as a creative element, and re-interpretation it, how to find a different entry point to explain the story, has become a subject can be discussed. This design’s theme is to transform the re-creation of the fairy tale into the display spaces. Through the study of the background, the story, and the analysis of the relevant cases, finds out the relationship between the role and the era of Victoria. As a entry point for the creation, to create a new story and exhibition. Try to turn the well-known story into a simple picture book through the concept of transformation, materialize and specialized the imagination of the spaces in "Alice’s Adventure in Wonderland".
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20

Kracík, Radim. "Vliv herních mechanismů na uživatelskou zkušenost". Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312260.

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Abstract (sommario):
The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of the work is a description of the author's practical experience in creating games as a school project.
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