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  • 1
    UID:
    kobvindex_INTbi00005141
    Format: 63 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis explores the field of interactive cinema, focusing specifically on interactive fiction film and its potential as a collaborative and co-creative medium. The study aims to investigate different artistic directions of interactive film, analyze their constraints and perspectives, and explore co-creative practices within the film industry. The research combines theoretical analysis and practical implementation to propose a model for a collaborative film that establishes new connections between the audience and the movie. The theoretical section includes an examination of the evolution of interactive fiction film, collective artistic practices in socially-engaged art, and participatory cinema experiences. The practical component involves the creation of a theoretical model for a collaborative film and the development of a prototype for a web-based open-ended film project. The research draws on literature reviews, case studies, and observations to provide insights into the potential of interactive cinema and encourage further innovation in cinematic experiences. Keywords: interactive cinema, interactive fiction film, collaborative film, co-creation, socially-engaged art, live cinema, theoretical model, prototype.
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2022. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction (Page 2) 1.1 Problem statement and aims (Page 2) 1.2 Methodology (Page 3) 2. An interactive film as we know it (Page 4) 2.1 Artistic methods (Page 4) 2.1 Challenges and Opportunities (Page 14) 3. Towards a collaborative model of an interactive fiction film (Page 17) 3.1 Socially engaged art: modern theory & practice (Page 17) 3.2 Case study: project DAU and the premier in Paris (Page 27) 3.3 Cinema-going in the twenty-first century (Page 38) 4. Model + Project: Brief (Page 42) 5. Conclusion (Page 45) List of Figures (Page 46) References (Page 50)
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 2
    UID:
    kobvindex_INTbi00005119
    Format: 46 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis explores the design and development of tutorials and practice tools in video games, focusing on the use of game elements to create a successful learning experience for players. Tutorials play a crucial role in teaching players the controls, mechanics, and rules of a game, and their design can significantly impact the player's perception of the overall game. The aim of this research is to guide developers and game designers in designing effective tutorials and practice tools by leveraging game elements. The study investigates the interweaving of tutorials into the game and narrative, pacing, subtlety, and the challenges posed by complex game genres. Interviews with developers emphasize the importance of tutorials in growing a game's fan base and remaining relevant in the gaming industry. The research aims to answer the question of how game elements contribute to the player practice experience through tutorials and practice tools. The paper presents strategies, workflow, and effective design techniques for tutorial development, including the use of UX design principles and methods. The thesis concludes with a case study, dissecting the design process of a tutorial stage in a hypothetical game called "The Last Crow," showcasing the application of the research findings in practice. Keywords: tutorial design, practice tools, video games, game elements, UX design, learning experience, game designers, workflow, case study.
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2022. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction 1.1 Problem statement and aim 1.2 From strategy to design: A Game Designer's workflow 2. The importance of UX 2.1 Advancing in UX maturity 2.1.1 The 6 Step UX Maturity Framework 2.1.2 The Keikendo Method 2.2 Interview with Anouk Ben-Tchavtchavdze 3. Tutorial design techniques and methods 3.1 Inverted Pyramid of Decision Making 3.2 The user interface that grows with the player 3.3 Best UX practices in competitive games 3.4 Supportive/Complementary usage of expansions and add-ons 3.5 Solutions for long tutorials 4. A designer's workflow: "The Last Crow" 4.1 The implementation of an advice character 4.2 The freedom of the player 4.3 The benefit of minimalist interfaces 5. Conclusion and further studies Bibliography List of figures List of games
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 3
    UID:
    kobvindex_ZLB34381150
    Format: 413 Seiten , Illustrationen, Diagramme , 21 cm
    ISBN: 9783631802120
    Language: English
    Keywords: Computergrafik ; Computerspiel ; Computersimulation ; Konferenzschrift
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  • 4
    UID:
    kobvindex_INTbi00005221
    Format: 33 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The rapid expansion of e-commerce platforms, particularly in the fashion industry, has not only changed consumer behavior but also raised significant environmental concerns. This research aims to explore the concept of Low Impact Websites (LIW) within the context of the clothing industry's e-commerce platforms. By marrying sustainability with User Experience (UX) and User Interface (UI) design principles, this study endeavors to provide actionable guidelines for designing e-commerce platforms that are both efficient and eco-friendly. Employing a multi-method approach, including interviews with professionals, user surveys, and a case study, the research aims to identify the ecological and market advantages of LIWs, understand the challenges in their implementation, and explore their potential impact on consumer behavior and environmental sustainability. Keywords: Low Impact Websites, User Experience, User Interface, E-commerce, Clothing Industry, Sustainability, Energy Consumption, CO2 Emissions
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1. Introduction .......................................... 5 1.1 Methodology ...................................... 6 1.2 Scope and Limitations ............................... 7 2. the Impact of Websites on the Environment ...... 7 2.1 Websites and the Environment .................... 8 2.2 Websites and the Clothing Industry .............. 8 3. Sustainable Design ................................... 9 4. Low Impact Websites (liw) ........................... 10 4.1 the Role of Liw ................................... 10 4.2 Guidelines to Build and Design a Liw ........... 11 4.3 Supporting Liw as a Design Decision ........... 16 5. Analysis and Discussion ................................. 17 6. Design Project ......................................... 18 7. Conclusion and Recommendations .................. 20 references appendix
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 5
    UID:
    kobvindex_INTbi00005216
    Format: 50 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The integration of graphic design principles into the realm of film cinematography offers a nuanced approach to visual storytelling. This thesis aims to explore this multidisciplinary intersection, focusing on the works of renowned directors Wes Anderson and Spike Jonze. The research delves into the specific roles and methods employed by graphic designers in contemporary films, analyzing the elements according to a developed methodology. By examining both digital and analog techniques, this study seeks to serve as a comprehensive guide for aspiring graphic designers interested in the film industry. The thesis also addresses the ongoing debate about whether graphic design is an art form or a functional solution to a problem, and how its role in cinematography has evolved over the years, especially since its official recognition in the 1980s. Overall, this research underscores the vital contribution of graphic design in enhancing the emotive power and visual language of a film. Keywords: Graphic Design, Cinematography, Visual Storytelling, Wes Anderson, Spike Jonze, Film Industry, Contemporary Film, Analog Techniques, Digital Techniques, Functional Art
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 01 Introduction: ............................................................ 6 1.1 Context 1.2 Methodology 02 Graphic Design in Film: ......................................... 12 2.1 Research 2.2 Graphic Design Principles 2.3 the Role of Design in Storytelling 03 Case Study: ........................................................... 20 3.1 Introduction 3.2 the French Dispatch Story Wes Anderson Erica Dorn Javi Aznarez Annie Atkins Graphic Analysis 3.3 Her Story Spike Jonze Geoff Mcfetridge Graphic Analysis 04 Design Project: .................................................... 34 4.1 Design Principles in Film: a Series of Informative Graphic Props 4.3 Project 05 Conclusion: .......................................................... 40 5.1 Limitations 5.2 Learnings 06 Bibliography .......................................................... 44
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 6
    UID:
    kobvindex_INTbi00005188
    Format: 35 pages : , illustrations ; , 42 × 29.71 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis addresses the debate surrounding the use of digital versus analog tools in the field of graphic design. With the convenience and efficiency of software like Adobe, designers have increasingly abandoned traditional, analog methods. The study questions whether this shift has compromised creativity and explores the potential for a balanced approach. The research employs a literature review, including the book "Nea Machina, Die Kreativ-Maschine" by Thomas and Martin Poschauko, which advocates a holistic design process. To gather practical insights, the study also includes a survey of 32 graphic designers and an in-depth interview with a Danish freelance graphic designer, Mark Busch Nielsen, who integrates analog methods in his work. The thesis aims to understand if combining digital and analog tools enhances both the creativity and efficiency in the work of graphic designers. Keywords: Graphic Design, Digital Tools, Analog Methods, Creativity, Efficiency, Adobe, Survey, Interview, Holistic Design, Mark Busch Nielsen
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Introduction......................................................8 A. History.........................................................9 B. Problem Statement..............................................12 C. Methodology....................................................12 ii. Analogue Methods................................................14 A. Introducing: Analogue Sketching................................17 B. Creativity.....................................................16 C. Outcome........................................................18 iii. Digital Tools..................................................20 A. Introducing: Softwares (adobe).................................21 B. Efficiency.....................................................23 C. Outcome........................................................24 iv. Hybridization...................................................26 A. Introduction...................................................27 B. Benefits.......................................................28 C. Outcome........................................................30 v. Conclusion.......................................................32 vi. Design Project..................................................34 A. Introduction...................................................35 B. Process........................................................40 C. Conclusion.....................................................52 vii. Bibliography...................................................54 A. Books..........................................................54 B. Research Papers................................................54 C. Websites.......................................................55 D. Figures........................................................56 viii. Appendix......................................................58 A. Survey.........................................................58 B. Interview Mark Busch Nielsen..................................64
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 7
    UID:
    kobvindex_INTbi00005194
    Format: 91 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: In an era where digital media reigns supreme, the importance of traditional marketing tools like film and TV posters remains remarkably relevant. Amid the global production of nearly 14,000 films and over 20,000 TV series and documentaries in 2022, a compelling poster can make a significant difference in a title's visibility and ultimate success. This thesis aims to explore the marketing elements essential for the design of effective film and TV posters. It will delve into the knowledge that graphic designers must acquire beforehand to craft compositions that not only grab attention but also encapsulate the essence of the movie or TV show they represent. Keywords: Film and TV Posters, Marketing Strategy, Graphic Design, Composition, Visual Representation
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents chapter I: Introduction 8 chapter Ii: Methodology 10 chapter Iii: Broadcasting Channels Today 12 First Movie Streaming Channel 13 Film Streaming Services Thumbnails 15 Netflix Artwork Testing 17 Posters in the Digital Era 18 chapter Iv: Movie and Tv Posters 24 Brief Move and Tv Posters History 24 Anatomy of Film and Tv Series Posters 28 Type of Movie/ Tv Posters 30 1. Teaser Posters 32 2. Character Posters 34 3. Main/ Final Posters 36 Poster Elements According to the Genre 38 1. Horror/ Mystery Film Elements 40 2. Comedy Film Elements 42 3. Sci-fi Film Elements 44 chapter V: Movie/ Tv Marketing 46 Fundamentals of Film/ Tv Marketing 48 Film/ Tv Marketing Factors 49 Traditional Vs. Digital Marketing 50 chapter Vi: Film Posters Case Study 52 the Posters 53 1. Midsommar Poster 54 2. Mother! Poster 3. Orphan Poster 63 Findings 64 Summary 66 chapter Vii: Conclusion 68 chapter Viii: Design Project 70 Teaser Poster 72 Character Posters 74 Final/ Main Posters 78 chapter Ix: References 84 List of Figures 86 appendix 90 Interview Transcript 90
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 8
    UID:
    kobvindex_INTbi00005228
    Format: 34 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: Museums, as vital reservoirs of history and culture, aim to engage and educate audiences. Yet, they face substantial challenges in a digital age overwhelmed with information and further strained by a global pandemic. Amidst these adversities, the potential of Extended Reality (XR), specifically Augmented Reality (AR), emerges as a promising frontier to revitalize museum experiences. This thesis delves into the intersection of AR technology with museum communication strategies, aiming to foster enhanced interaction and enriched learning encounters. By dissecting brand communication within the museum context and analyzing the prowess of AR, the study illuminates how AR applications can be woven into the museum's narrative, crafting captivating and educative experiences. An exploration of three museums incorporating AR sets a practical backdrop, leading to the conceptualization of ARchives, a mobile application envisioned to bridge the digital-physical divide, augmenting the museum experience. The focus sharpens on AR's ability to overlay digital insights on physical exhibits, proposing a nuanced blend of traditional and modern-day engagement, nurturing a more profound connection between museums and their audiences, and thereby rekindling a contemporary appreciation for our historical and cultural tapestry. Keywords: Museums, Augmented Reality, Extended Reality, Brand Communication, Audience Engagement, Digital Enhancement, Interactive Learning, ARchives Application, Technological Advancements, Cultural Appreciation
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents introduction ............................................................. 6 1.1 | Scope ........................................................... 7 1.2 | Methodology ..................................................... 7 brand Communication ..................................................... 8 2.1 | Definition and Relevance ........................................ 8 2.2 | Key Elements .................................................... 10 2.2.1 | Branding .................................................. 11 2.2.2 | Message and Storytelling ................................. 11 2.2.3 | Customer Experience and Interactivity .................... 12 augmented Reality ....................................................... 12 3.1 | Background and Definition ....................................... 12 3.2 | Augmented Reality in Museums ................................... 15 case Studies ............................................................ 17 4.1 | Muséum National D'histoire Naturelle ........................... 17 4.2 | National Museum of Singapore ................................... 18 4.3 | Cleveland Museum of Art ........................................ 20 conclusion .............................................................. 21 design Project .......................................................... 22 references .............................................................. 27 list of Images .......................................................... 29 appendix ............................................................... 31 9.1 | Interview - Jessica Lehl ....................................... 31 9.2 | Interview - Jacques Venter ..................................... 32
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 9
    UID:
    kobvindex_INTbi00005223
    Format: 65 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: The omnipresence of digital screens and the ceaseless evolution of technology have propelled brands towards innovative identity reinvention, with motion graphics emerging as a pivotal tool in this journey. Unlike animation, motion graphics breathe life into static graphic elements to convey information succinctly, making it an attractive tool for branding, especially in the context of cultural institutions. This thesis delves into the synergy between motion graphics and branding, with a spotlight on three cultural institutions in Tuscany, Italy: Teatro della Toscana, Palp, and Museo Piaggio. By weaving together literature review, interviews, and observational research, this work explores how motion graphics can enhance brand visibility and audience engagement in the cultural sector. The focal point is a design project aimed at amplifying the brand identity of Teatro della Toscana through motion graphics, aligning the visuals with the institution's core values. Despite certain limitations, like the absence of in-house graphic designers in some institutions and geographical constraints, this research underscores the potential of motion graphics as a robust tool for branding in the digital age, especially within the cultural domain where creating a compelling, accessible narrative is paramount. Keywords: Motion Graphics, Branding, Digitalisation, Cultural Institutions, Teatro della Toscana, Palp, Museo Piaggio, Brand Identity, Audience Engagement, Technology Evolution
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design & Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents 1 Introduction ................................................... 67 1.1 Definition of the Thesis Topic ........................... 1.2 Methodology ............................................... 2 Theoretical Background .......................................... 2.1 Definition of Motion Graphics and Historical Background .. 2.2 the Different Uses of Motion Graphics .................... 3 Use of Motion Graphics in Branding ............................. 3.1 the Relationship Between Motion Graphics and Branding .... 3.2 the Perception of Brands Through Motion Graphics ......... 4 Focus on Cultural Institutions ................................. 4.1 Cultural Institutions and Branding ....................... 4.2 Cultural Institutions and New Technologies ............... 4.3 Brand Analysis and Theoretical Background of Palp, Museo Piaggio and Teatro Della Toscana ... 5 Design Project ................................................. Animating the Brand Identity of Teatro Della Toscana ......... 6 Conclusion ..................................................... total Word Count: 6011 Words
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 10
    UID:
    kobvindex_INT60814
    Format: 35 pages : , illustrations ; , 42 × 29.71 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis addresses the debate surrounding the use of digital versus analog tools in the field of graphic design. With the convenience and efficiency of software like Adobe, designers have increasingly abandoned traditional, analog methods. The study questions whether this shift has compromised creativity and explores the potential for a balanced approach. The research employs a literature review, including the book "Nea Machina, Die Kreativ-Maschine" by Thomas and Martin Poschauko, which advocates a holistic design process. To gather practical insights, the study also includes a survey of 32 graphic designers and an in-depth interview with a Danish freelance graphic designer, Mark Busch Nielsen, who integrates analog methods in his work. The thesis aims to understand if combining digital and analog tools enhances both the creativity and efficiency in the work of graphic designers. Keywords: Graphic Design, Digital Tools, Analog Methods, Creativity, Efficiency, Adobe, Survey, Interview, Holistic Design, Mark Busch Nielsen
    Note: DISSERTATION NOTE: Bachelor of Arts thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2023. , MACHINE-GENERATED CONTENTS NOTE: Table of Contents i. Introduction......................................................8 A. History.........................................................9 B. Problem Statement..............................................12 C. Methodology....................................................12 ii. Analogue Methods................................................14 A. Introducing: Analogue Sketching................................17 B. Creativity.....................................................16 C. Outcome........................................................18 iii. Digital Tools..................................................20 A. Introducing: Softwares (adobe).................................21 B. Efficiency.....................................................23 C. Outcome........................................................24 iv. Hybridization...................................................26 A. Introduction...................................................27 B. Benefits.......................................................28 C. Outcome........................................................30 volumes Conclusion.......................................................32 vi. Design Project..................................................34 A. Introduction...................................................35 B. Process........................................................40 C. Conclusion.....................................................52 vii. Bibliography...................................................54 A. Books..........................................................54 B. Research Papers................................................54 C. Websites.......................................................55 D. Figures........................................................56 viii. Appendix......................................................58 A. Survey.........................................................58 B. Interview Mark Busch Nielsen..................................64
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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