1,721,043 research outputs found

    Machtige Vrouwen in Game of Thrones

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    De ontwikkeling van de macht van het personage Daenerys Targaryen van Game of Thrones. In het eerste hoofdstuk wordt er gekeken naar de relaties tussen kleding, houding en macht, In het tweede hoofdstuk speelt ruimte een belangrijke rol. Er wordt gekeken hoe de verhouding tussen ruimte gender en macht is. In het laatste hoofdstuk wordt er gekeken hoe de machtsrelatie tussen Daenerys en vier belangrijke personages om haar heen is

    Architecture in Video Games

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    In this bachelor thesis, I aim to further computer game literacy, by opening our understanding of computer games up to an architectural vocabulary. I’ve explained and studied what I take to be the remediation of architectural properties in computer games, to indicate a direct connection between the two media. For this, several case studies, which presumed a transparent immediacy in their display of architectural figures, proved the most concrete demonstrations. I then transposed those same architectural properties, as concepts to use for describing computer game possibility spaces. This builds on several theorists who’ve proposed a spatial understanding of computer games, but who have neglected to develop that with concrete tropes, figures and forms to describe. It required case studies that foregrounded abstract possibility spaces, with an alienating hypermediation and minimalistic use of remediative elements. ! The first chapter of this thesis explains my theoretical frame and methodology. The second and third chapters demonstrate analyses of the remediation of architecture, and the transposition of architectural properties to describe possibility spaces, for formal composition and architectural narrative instances

    Swollen Skin, Non-Demarcated Slit Throats and Doll-Like Faces: The Problem of Indigestibility

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    In this thesis, I have tried to shed light on photographs that otherwise might have stayed in the twilight. In order to better understand these images, I have tried to investigate the problem of indigestibility, through the unpublished photos of the Iraq War, made by Christoph Bangert, Eros Hoagland and Stephanie Sinclair. To answer this question I have, in succession, summarized the situation these images deviate from, analysed the workings of indigestible images, and interpreted the uncomfortable feelings the images brought forward by means of Emmanuel Levinas’ theory of the face of the Other from an ethical perspective

    Bloed Achter het Masker: Maskers en Transformatie in de Slasherfilm

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    Het masker is een belangrijk, maar vaak vergeten element van de slasherfilm. Deze scriptie hoopt dit gat in wetenschappelijk onderzoek op te vullen door te kijken naar wat de functie van het masker daadwerkelijk is. Waarom kiest de moordenaar ervoor om een masker te dragen, wanneer de enige personen die hem zien, toch sterven? De hoofdvraag die wordt onderzocht in deze scriptie is de volgende: Wat is de functie van het masker in de slasherfilms van het Gouden Tijdperk? De scriptie is opgedeeld in drie hoofdstukken, die ieder een andere film bespreken. Door naar drie verschillende functies te kijken zal duidelijk worden dat transformatie het sleutelwoord is wanneer men spreekt over de functies van maskers, niet alleen in de besproken films, maar ook in andere contexten. Maskers worden besproken in relatie tot performance en ruimte, liminaliteit en memory en ruimte

    Surveillance Art and the Politics of Digital Mapping Technologies

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    In a moment in which the technological agency is creating ways to undermine our capacities to discern vigilant systems, exercises of contestation over strategies and techniques of surveillance become a welcome domain of art. The focus on how artists are responding to issues involving the technology-based privilege of some to watch us and the power that such systems exert is put on Google and its digital mapping platform: the Google Earth

    Enjoy Right Now. Het spanningsveld tussen nieuwe media en de kernwaarden van clubcultuur

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    De clubscene is tegenwoordig verdeeld in twee kampen: de ene groep zet volop feestfotografie, aftermovies en social media in als marketingmiddel, terwijl anderen juist alle draagbare technologie op feesten wil verbannen. Er worden binnen clubcultuur online en offline debatten gevoerd over hoe nieuwe media afbreuk doen aan de ideologie van clubcultuur. Dit onderzoek is erop gericht om in kaart te brengen hoe nieuwe media zorgen voor een spanningsveld tussen de kernwaarden van clubcultuur en de nachtelijke praktijk op de dansvloer. Er wordt onderzocht hoe waarden als vrijheid, escapisme, collectiviteit en hedonisme passen in een mediarijke clubomgeving en hoe nieuwe media het functioneren van clubcultuur beïnvloeden. De nadruk ligt op clubs en festivals in de Benelux en Duitsland (Berlijn) in de periode 2010 tot 2014

    The Power of Digitalisation in the Music and Live Performance Industry

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    This thesis examines the ways in which digitalisation, specifically file sharing and the use of streaming services, have affected the music industry. More precisely, it studies the impact said digitalisation has had on the live music industry and confirms a higher demand. After confirming a decrease in recorded music and an increase in live music performances, a theoretical framework has been formulated. This framework covers the theory of Experience Economy. Additionally, views from Angela Jones and Rebecca Bennet have been incorporated, as well as thoughts from Jean Baudrillard’s hyperrealism. British bands Coldplay and Oasis were studied, as well as Glastonbury Festival. Analysis revealed that, recently, improvements have been made in live performances, mainly in terms of audience engagement, light shows and overall experience design. I conclude that live performances today display a more theatrical performance than twenty years ago and that this is possibly a direct consequence of digitalisation

    Biseksuele vampiers in hedendaagse horror

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    Dit bachelorwerkstuk zet uiteen hoe in het hedendaagse visuele televisiehorrorgenre de biseksuele vrouwelijke vampier zich verhoudt tot de representatie van de biseksuele vrouw in de klassieke vampierfilm. Centraal staan twee fragmenten uit American Horror Story: Hotel (2015) en de nadruk ligt hierbij op de gebruikte kostumering en cameravoering

    Conventions and clichés in interactive digital media

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    The academic discourse surrounding (video) games, or Interactive Digital Media in a broader sense, has been a rusted debate on the essential role of the medium on the one hand, and a superficial appropriating of its effect on the other. Neither side seeks to create a deeper understanding of the inherent qualities of the medium, thereby falling behind to establish workable concepts and definitions. One of those yet-to-be-described concepts is the vista, a minor reoccurring trope in this medium that is central in the exploration and expansion of game worlds. By analysing the vista through the current theoretical frameworks, I seek to find the gaps in the academic discourse. One of the major omissions is the idea that developers of a game do not create autonomous, singular objects, but tap into a collective memory of the medium, players and play styles, something that I dubbed as ‘conventional perception ’
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