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Goldrun
Fantastične su priče u životu imale velik utjecaj na autora još od rane dobi te je priča i rad Goldrun počast tom žanru i takvim djelima. Cilj rada Goldrun djelomičan je kronološki sažetak autorove priče kroz ilustracije ključnih scena i likova koji imaju značajnu ulogu u priči čime je htio zaintrigirati gledatelja kako bi se zapitao o odnosima likova i izgubio se u fantastičnim scenama djela. Rad se proteže preko bijeloga papira visine 1,5 metra i dužine 5 metara. Sama dimenzija rada zahtijeva od gledatelja da se udalji kako bi uopće mogao sagledati veličinu rada, no scene zahtijevaju od njega da se približi i „izgubi“ u veličini formata i fantastičnim scenama. Kronološki slijed naracije tjera gledatelja na „aktivno” promatranje, da doslovno kroči kroz priču i promatra kako se ona odvija. Rad je autoru pružio svoje posebne izazove i zadatke te je tijekom rada bio prisiljen na aktivno emocionalno i tehničko promišljanje u procesu njegove izrade.Fantastic stories had a great influence on the author’s life from an early age, and the story and work “Goldrun” is a tribute to that genre and such works. The goal of the work “Goldrun” is a partly chronological summary of the author’s story through illustrations of key scenes and characters that play a significant role in the narrative. He wanted to intrigue the viewer, promting them to question the relationship between the characters and to lose themselves in the fantastic scenes of the piece. The work spans across a white paper, 1,5 meters in height and 5 meters in lenght. The sheer size of the work requires the viewer to step back in order to fully grasp it’s scale, but the scenes demand that they come closer and “lose” themselves in the large format and fantastic scenes. Meanwhile, the chronological sequence of the narrative encourages “active” observation, as the viewer is literally led to walk through the story and watch how it unfolds. The work presented the author with unique challenges and tasks, forcing him to actively engage both emotionally and technically throughout the creative process
The concept of socially responsible business and its application in drugstores
Naše društvo se stalno razvija i mijenja i financijska i ekonomska uspješnost imaju značajan utjecaj na životni standard. Cilj završnog rada je objasniti što zapravo u praksi znači društveno odgovorno poslovanje te kako se razvijalo sve do danas. Odnosi s javnošću također sudjeluju u razvijanju društveno odgovornog poslovanja i danas takvo poslovanje postaje sve popularnije što nije bilo uvijek tako. Porast obrazovanja, ulaganje u nove tehnologije, globalizacija, organiziranost, sve to je dovodilo do drugačijeg razmišljanja kako zapravo se može doprinijeti zajednici. Danas tvrtke samovoljno provode razne akcije za okoliš i društvo koje nisu zakonski obavezne i time grade bolju budućnost. Za bolju budućnost uz sve ove napretke u tehnologiji svatko od nas mora osvijestiti vlastitu spoznaju da i kao individualni pojedinac uzornim i osviještenim ponašanjem može pridonijeti zajednici u cjelini. Okoliš treba čuvati i ponašati se treba odgovorno u svim životnim situacijama, naročito u poslovanju. Ipak prije primjene koncepcije društveno odgovornog poslovanja treba se sagledati iz kojeg razloga se ono uvodi i koji su ciljevi koji se žele ostvariti takvim poslovanjem.Our society is constantly developing and changing, and financial and economic performance have a significant impact on the standard of living. The goal of the final paper is to explain what socially responsible business actually means in practice and how it has developed up to today. Public relations also participate in developing socially responsible business and today such business is becoming more and more popular, which was not always the case. The increase in education, investment in new technologies, globalization, organization, all this led to a different way of thinking about how one can actually contribute to the community. Today, companies arbitrarily implement various actions for the environment and society that are not legally required and thus build a better future. For a better future with all these advances in technology, each of us must become aware of our own knowledge that even as an individual we can contribute to the community as a whole with exemplary and conscious behavior. The environment should be protected and one should behave responsibly in all life situations, especially in business. However, before applying the concept of socially responsible business, it is necessary to consider why it is being introduced and what are the goals that such business aims to achiev
The negative media campaign model - a case study on the media lynching of the Witches from Rio
Masovni mediji komunikacijska su sredstva koja djeluju na veliki broj čitatelja, slušatelja i gledatelja. Novine su najstariji oblik masovne komunikacije i njihova je glavna zadaća informiranje, odnosno prijenos, objašnjavanje i komentiranje važnih i aktualnih događaja. Zbog velikog utjecaja na javno mnijenje novinari imaju odgovornost da pravilno i etički izvještavaju, poštujući profesionalne standarde izvještavanja svoje profesije. Kada novinari to ne čine, može doći do negativnih posljedica, poput medijskog linča. U tom slučaju mediji odabiru negativca svoje priče, javnog neprijatelja, o kome izvještavaju u isključivo negativnom svjetlu, šireći laži i dezinformacije u svrhu senzacionalizma i bolje prodaje. Tako je došlo i do medijskog linča na „Vještice iz Rija“. Vještice su pet intelektualki: Jelena Lovrić, Rada Iveković, Slavenka Drakulić, Vesna Kesić i Dubravka Ugrešić, koje su optužene za širenje protuhrvatske propagande. Medijskoj hajci kulminirala je medijska situacija u Hrvatskoj u ranim devedesetima, skupljanje političkih bodova i otkrivanje izdajica, što je tada bilo u modi. O intelektualkama je napisan najkompromitiraniji tekst hrvatskog novinarstva pod naslovom „Hrvatske feministice siluju Hrvatsku“, nakon čega su dobivale prijeteća pisma i anonimne pozive noću. Zbog izrazito negative atmosfere u medijima i javnosti tri, od navedenih pet, intelektualke odlučile su napustiti Hrvatsku.Mass media are means of communication that affect a large number of readers, listeners and viewers. Newspapers are the oldest form of mass communication and their main duty is to inform, i.e. transmit, explain and comment on important and current events. Due to their large influence on public opinion, journalists have a responsibility to report correctly and ethically, while respecting the professional reporting standards of their profession. When journalists fail to do that, there can be negative consequences, such as a media lynching. In this case, the media chooses an antagonist in their story, a public enemy, who they report on in an exclusively negative light, spreading lies and misinformation for the purpose of sensationalism and higher sales. That is how the media lynching of "The Witches of Rio" happened. The Witches consist of five intellectuals: Jelena Lovrić, Rada Iveković, Slavenka Drakulić, Vesna Kesić and Dubravka Ugrešić accused of spreading anti-Croatian propaganda. The media hunt culminated in the media situation in Croatia in the early nineties, the gathering of political points and the unmasking of traitors, which was fashionable at the time. The most compromising text in Croatian journalism was written about the intellectuals titled “Croatian Feminists Rape Croatia”, after which they began receiving threatening letters and anonymous calls at night. Due to the extremely negative atmosphere in the media and the public, three out of the five intellectuals decided to leave Croatia
Analysis of the influence of streaming platforms on the trend of listening to music - Spotify case study
Ovaj diplomski rad napisan je na drugoj godini diplomskog studija Medija i odnosa s javnošću na Akademiji za umjetnost i kulturu u Osijeku, a analizira utjecaj streaming platformi na trend slušanja glazbe, s posebnim naglaskom na Spotify. Cilj istraživanja ovog diplomskog rada je utvrditi je li Spotify postao glavni medij za slušanje glazbe. U teorijskom dijelu rada objašnjene su važnosti i značajke glazbe u različitim povijesnim razdobljima, od starih kultura do dvadesetog stoljeća, obrađeni su značajni glazbeni žanrovi te je opisan razvoj različitih medija koji omogućavaju slušanje glazbe od gramofonskih ploča do glazbenih streaming platformi. U empirijskom dijelu rada istražena je pozicija Spotifyja kao medija za slušanje glazbe u odnosu na konkurente metodom studije slučaja kojom su analizirana istraživanja koja su provele relevantne agencije te vjerodostojni podatci koji su dostupni u medijima i na relevantnim mrežnim stranicama. U zaključku rada, na temelju prepoznatih ograničenja i prilika navedene su preporuke za buduća istraživanja na sličnu temu.This Master's thesis was written in the second year of the Master's program in Media and Public Relations at the Academy of Arts and Culture in Osijek, and it analyzes the influence of streaming platforms on the music listening trend with a special focus on Spotify. The research aim of this thesis is to determine whether Spotify has become the primary medium for music listening. The theoretical part of the work explains the importance and characteristics of music in various historical periods, from ancient cultures to the twentieth century, significant music genres are discussed, and the development of different media enabling music listening is described, from gramophone records to music streaming platforms. In the empirical part of the thesis, the position of Spotify as a music listening medium in relation to competitors was explored using a case study method analyzing research conducted by relevant agencies and credible data available in the media and on relevant websites. In the conclusion of the thesis, based on identified limitations and opportunities, recommendations for future research on a similar topic are provided
Social media, influencers and gaming: trend analysis
Videoigre su tek na početku svoga razvoja. Iako ih mnogi smatraju samo razbibrigom, podatci ipak pokazuju da su one mnogo više od same zabave pa čak postaju i izvor prihoda. Ovaj diplomski rad bavi se proučavanjem utjecaja influencera na odluke o kupnji videoigara i dodataka za gaming setup. Rad se osvrće na industriju videoigara u Hrvatskoj te ističe brojne prednosti igranja videoigara. U teorijskom dijelu rada opisani su razni pojmovi vezani uz videoigre, nove medije, društvene mreže i gaming industriju. Također, razmatrana je rastuća gaming industrija u Hrvatskoj s posebnim naglaskom na grad Novsku kao budućeg važnog faktora u ovoj industriji. Metodološki dio rada prikazuje rezultate istraživanja provedenog putem anketnog upitnika među osobama različite dobi i razina interesa za videoigre, dok se u zaključku iznose ključni rezultati koji potvrđuju ili odbacuju hipoteze rada. Cilj istraživanja jest ispitati koliko razne reklame i influenceri utječu na odluke o kupnji videoigara i gaming dodataka.Video games are just the beginning. Although many consider them merely a pastime, data shows that they are much more than just entertainment, and they are even becoming a source of income. This thesis explores the impact of influencers on purchasing decisions related to video games and gaming setup accessories. The work examines the video game industry in Croatia and highlights the numerous advantages of playing video games. The theoretical part of the thesis describes various concepts related to video games, new media, social networks, and the gaming industry. It also considers the growing gaming industry in Croatia, with a special focus on the town of Novska as a future key player in this industry. The methodological section presents the results of research conducted through a survey among individuals of different ages and levels of interest in video games, while the conclusion outlines the key findings that confirm or reject the hypotheses. The aim of the research is to examine how various advertisements and influencers affect decisions to purchase video games and gaming accessories
The use of card games in learnin iconography
Diplomski se rad bavi problematikom igrifikacije u nastavi likovne umjetnosti. Jedan je od problema što se u srednjim školama igra ne rabi često kao metoda unatoč istraživanjima o njenoj važnosti u nastavnom procesu. Ikonografija je učenicima posebno zahtjevna jer zahtijeva pamćenje i razumijevanje informacija i vizualnih prikaza koji nisu usko povezani s njihovim svakodnevnim životom. Za potrebe istraživanja napravljena je didaktička igra s kartama prema reljefu sv. Nediljice iz Zadra tijekom koje učenici istražuju i stječu znanja o ikonografskom prikazu. Istraživanje je provedeno s učenicina trećih razreda I. gimnazije u Osijeku. Rezultati pokazuju da je učenje ikonografije kroz didaktičku igru učinkovito i motivirajuće za učenike.The thesis addresses the issue of gamification in art education. One of the problems is that in high schools, games are not frequently used as a teaching method despite research highlighting their importance in the educational process. Iconography is particularly challenging for students as it requires the memorisation and understanding of information and visual representations that are not closely related to their everyday lives. For this research, a didactic card game was created based on the relief of St. Nediljica from Zadar, through which students explore and acquire knowledge about iconographic representation. The research was conducted with third grade students of the I. Gymnasium in Osijek. The results show that learning iconography through a didactic game is effective and motivating for students
Work on role of Anton in play "35 square metters or Neverland"
Ovaj diplomski rad pod mentorstvom doc.art. Anice Tomić i sumentorstva ass. Iris Tomić analizira proces kreiranja uloge Antona u predstavi 35 kvadrata ili Nigdjezemska autorice Lucije Klarić. Kroz rad na liku, istraživane su tehnike glume, analiza karaktera te odnosi među likovima unutar specifičnog prostora i scenografije. Poseban naglasak stavljen je na korištenje tijela i glasa u stvaranju autentične uloge, kao i na izazove koje predstavlja izvođenje na sceni bez pauza tijekom dužeg vremena. Rad također istražuje kako teorijsko znanje iz glume postaje praktično primjenjivo te koje su ključne lekcije naučene tijekom tog procesa. Zaključuje se da je rad na ovoj predstavi omogućio razvoj dubljeg razumijevanja likova, kao i usavršavanje tehničkih i kreativnih aspekata izvedbe.This thesis, supervised by Assistant Professor Anica Tomić and co-supervised by ass. Iris Tomić explores the process of creating the role of Anton in the play 35 Square Meters or Neverland by Lucija Klarić. Through the work on the character, various acting techniques, character analysis, and the relationships between the characters within a specific set and scenography were examined. Special emphasis was placed on the use of body and voice in creating an authentic role, as well as the challenges posed by performing continuously on stage for an extended period. The thesis also explores how theoretical acting knowledge becomes practically applicable and highlights key lessons learned throughout the process. It concludes that working on this play has fostered a deeper understanding of the characters and improved both technical and creative aspects of performance
Work on the role of the mother in the play " Stribor Forest"
Diplomska predstava Šuma Striborova studentice Laure Kolesarić, pod mentorstvom izv. prof. dr. art. Maje Lučić i umjetničkog suradnika Gorana Guksića, nastala na Diplomskom studiju lutkarske animacije na Akademiji za umjetnosti i kulturu u Osijeku, na Odsjeku za kazališnu umjetnost. Premijerno je izvedena 11. srpnja 2024. godine u 18 sati u prostoriji broj 13. U diplomskoj predstavi sudjeluju studenti Mateja Tustanovski u ulozi ,,Guje'', Luka Selman u ulozi ,,Sina'', Matko Trnačić u ulozi ,,Malika'' i ,,Stribora'' i Laura Kolesarić u ulozi ,,Majke''. U ovom pisanom radu studentica se osvrnula na proces rada na predstavi Šuma Striborova, od lutaka, scenografije, glazbe, svjetla i kostima do dramaturgije, animacije i glume, rada s partnerima, mentorima i tehnolozima. Sredstva iz praktičnog dijela prenesena su u pisani dio u obliku analize.In the graduation stage performance of the play ,,The Stribor's Forest" starred the student Laura Kolesarić, mentored by assoc. professor dr. Art. Maja Lučić and assoc. Goran Guksić at the Academy of Arts and Culture in Osijek, department of Theater Arts, Acting and Puppetry Major, Performed on July 11, 2024, at 6 PM in Room 13. In the play also starred students Mateja Trustanovski as „Adder“; Luka Selman as „Son“, Matko Trnačić as „Malik“ and „Stribor“ with Laura Kolesarić as „Mother“. In this graduation thesis the student Laura Kolesarić refers to the process of creating the stage performance of the play „The Stribor's Forest“, elaborating on the puppets, scene, music, lighting, costumes, scenography, animation, acting, team work and co-operation with her colleague actors, mentors and technicians. The graduation thesis is the analysis of the same-called stage graduation performance
Work on the role of the son in the play " Stribor Forest"
Šuma Striborova nastala je kao diplomski ispit studenta Luke Selmana, pod mentorstvom izv. prof. dr. art. Maje Lučić i umjetničkog suradnika Gorana Guksića na Akademiji za umjetnosti i kulturu u Osijeku, na Odsjeku za kazališnu umjetnost, Diplomski studij lutkarske animacije. U predstavi sudjeluju studenti Luka Selman u ulozi Sina, Mateja Tustanovski u ulozi Guje, Laura Kolesarić u ulozi Majke i Matko Trnačić u ulozi Malika i Stribora. U ovom radu je opisan proces rada na predstavi od samog rada s lutkama do rasvjete, glazbe i stvaranja plakata za predstavu. Dotiče se osobnih problema tijekom rada na predstavi, te odnosa s izvornim materijalom i njegove povezanosti s ostatkom kulture.Stribor’s Forest was created as the final exam of the student Luka Selman under the mentorship of assoc. prof. dr. art. Maja Lučić and art. assoc. Goran Guksić at the Academy of Art and Culture in Osijek, Department of Theater Arts, Puppetry. The cast of the play consists of Luka Selman in the role of the Son, Mateja Tustanovski in the role of the Snake, Laura Kolesarić in the role of the Mother and Matko Trnačić in the role of Malik and Stribor. This paper describes the process of creating the play from puppetry, light and sound design to creating the poster for the play. It talks about the personal struggles during the process its source material and its connection to the rest of today’s culture
The Valderun Bestiary
SAŽETAK „Valderanški bestijarij“ je diplomski rad koji sadržava 12 zasebnih ilustracija rađenih uz digitalni program za izradu ilustracija Clip Studio Paint. Rađen je po romanu koji osobno pišem. Teorijski dio rada sastoji se od povijesti bestijarija, njegovog sadržaja i religijskog značaja, te njegovog razvitka sve do danas. Prije praktičnog dijela rada prikazana je većina izvora inspiracija za spomenute radove. Uz prikaz svake pojedine gotove ilustracije opisan je proces rada, način izvođenja siluete, skice i konačne izvedbe.The Valderan Bestiary" is a graduation thesis that contains 12 separate illustrations made with the digital illustration program Clip Studio Paint. It is based on a novel that I am personally writing. The theoretical part of the work consists of the history of the bestiary, its content and religious significance and its development until today. Before the practical part of the work, most of the sources of inspiration for the mentioned works are presented. Along with the presentation of each individual finished illustration, the work process, the method of making the silhouette, sketch and final performance are described