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  • 1
    UID:
    b3kat_BV023676864
    Format: 83 S. , Ill.
    Note: Berlin, Fachhochsch. für Technik und Wirtschaft, Diplomarb., 2005
    Language: Undetermined
    Subjects: General works
    RVK:
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  • 2
    UID:
    kobvindex_INTbi00005158
    Format: 47 pages : , illustrations ; , 42 × 29.71 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis explores the design elements of cookbooks and their impact on effectively guiding readers through the cooking process. Despite the long history of culinary writing and the widespread use of cookbooks, there is a lack of material on how to best design them. The objective of this thesis is to discover how graphic design components can enhance the functionality and aesthetics of cookbooks and develop general guidelines for cookbook design. The research primarily focuses on twenty-first-century cookbooks in the European and American publishing markets. It includes an overview of the graphic components, such as recipes, introductions, indexes, covers, and unique elements specific to cookbooks, like cooking equipment and pantry items. The study utilizes a range of methods, including historical analysis, interviews with professional cooks and cookbook authors, and case studies of popular and classic cookbooks. The findings will contribute to a better understanding of cookbook production, user experience, and the interplay between visual design and culinary storytelling. Keywords: cookbook design, graphic components, culinary writing, user experience, functionality, aesthetics, historical analysis, case studies, interviews, culinary storytelling.
    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 6) 1.1 Scope 1.2 Methodology (Page 7) 2. MORE THAN RECIPES (Page 8) 2.1 The Social Context of a Cookbook (Page 8) 2.2 Cookbooks in the Digital Age (Page 10) 2.3 Cookbooks as a Manual as well as a Piece of Art (Page 12) 3. VISUAL ELEMENTS OF A CONTEMPORARY COOKBOOK (Page 14) 3.1 The Importance of a Cohesive Concept (Page 15) 3.2 Traditional Sections (Page 15) 3.3 Cookbook Specialties (Page 19) 3.4 Anatomy of a Recipe (Page 21) 4. PROJECT (Page 28) 4.1 MORE THAN PHỞ - A Vietnamese Cookbook 5. CONCLUSION (Page 33) 6. BIBLIOGRAPHY (Page 34) 6.1 References 6.2 List of Figures (Page 36) 7. APPENDIX (Page 38) 7.1 Preliminary interviews (Page 38) 7.2 Interview with Cookbook Designer (Page 43)
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 3
    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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  • 4
    UID:
    kobvindex_INTbi00005097
    Format: 42 pages : , illustrations ; , 42 × 29.71 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis explores the evolution and impact of title sequence design in the context of television series. With the rise of streaming platforms and changes in viewer behavior, the relevance and function of opening credits have been affected. The research aims to understand how technological progress and viewer behavior have transformed title sequence design and to determine modern and innovative approaches to enhance the viewing experience and branding of a show. The methodology includes primary research through qualitative interviews with users of TV streaming platforms and a production team representative, as well as secondary research through literature review and examination of case studies. The thesis is structured into chapters that cover the historical background and functionality of title sequence design, the technological impact on user behavior, the production process, and examples of current title sequence designs in the TV streaming era. Keywords: title sequence design, television series, streaming platforms, viewer behavior, branding, production process.
    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 Topic Definition 1.2 Methodology 2. Background 2.1 The Correlation between TV Development and Opening Credits 2.2 Branding of the Show 3. Impact of User Behavior 3.1 Impact of Technologies on the Viewer 3.2 Binge Watching Phenomena and Skip Button 3.3 Title Sequence Perception 4. Production 4.1 Onboarding and Development 4.2 Role of Music and Position 4.3 Necessary Requirements 5. Current Forms 5.1 Title Cards 5.2 Incorporation into the Show 5.3 Modularity and Development over the Show 5.4 Change in the Length 5.5 Case Studies 5.5.1 Ozark 5.5.2 The Witcher 5.5.3 Mr. Robot 6. Project 7. Conclusion 8. Bibliography 9. List of Figures
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 5
    UID:
    kobvindex_INTbi00005134
    Format: 27 pages : , illustrations ; , 21 × 29.7 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This research paper examines the use of guerrilla marketing strategies in video game advertising and explores the design of a marketing event with a focus on gameplay elements. The video game industry is experiencing significant growth, and not all developers have access to marketing support from distribution services. Guerrilla marketing offers an opportunity to promote and sell video games to the target audience without incurring significant financial costs. The research aims to explore different styles of video game marketing strategies, evaluate the use of guerrilla marketing in video game advertisements from a designer's perspective, and develop a design project for a video game marketing event with a gameplay element as its main focus. Primary research methods, including interviews and questionnaires with the target audience, as well as secondary research, are employed to analyze the effectiveness of guerrilla marketing in video game advertising. Keywords: Guerrilla marketing, video game advertising, gameplay element, design project, target audience.
    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 a. General Introduction 4 b. Research Aim and Objectives 4 c. Research Question and Hypothesis 4 d. Need and Justification for the Study 4-5 e. Methodology 5 2. Video Game Marketing a. Digital Marketing for Video Games 6-8 b. Traditional Marketing for Video Games 8-11 3. Case Studies a. Destiny for Xbox (2014) 12-13 b. Dante’s Inferno (2009) 13-15 c. Warframe (2019) 15-16 4. Interview and Questionnaire Findings a. Target Audience Interview Findings 17-18 b. Questionnaire Findings 18-19 5. Design Project 19-23 6. Abstract 23 7. References 24-26
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 6
    UID:
    kobvindex_INTbi00005146
    Format: 39 pages : , illustrations ; , 42.61 × 30.31 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This paper explores the concept of the Female Gaze as a response to the dominant Male Gaze in film and media. Drawing from Laura Mulvey's work on Visual Pleasure and Narrative Cinema, the Female Gaze is examined as a mode of spectatorship that resists the objectification and colonization of women's gaze by men. The study aims to investigate how the subjectivity of the Female Gaze can redefine masculinity through the portrayal of masculinities by non-male photographers. While the Female Gaze is primarily discussed in the context of film, this thesis expands its scope to include photography as a medium for exploring feminist discourse on the Female Gaze. Keywords: Female Gaze, Male Gaze, spectatorship, masculinity, film, media, photography.
    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 First there was Man 1.2 Scope of the Study 2. Methodology 3. Modes of Spectatorship: What is a Gaze? Understanding the Male-Female Gaze Relation 3.1 Origins of the Gaze 3.2 A Modernized Bearer of the Look: The need for a Female Gaze 4. Background and Overview of the Female Gaze 4.1 Recognizing the Female Aesthetic 4.2 Storytelling and the Female Aesthetic 4.3 Marketing and body image. The Female Gaze as an Ode to Popular Culture 5. Defining Masculinity: Gender and the Female Gaze in Photography. Case Study 5.1 Part One. Diane Arbus: The Lives of Female Impersonators 5.2 Part Two. Cindy Sherman: Performing Masculinity 5.3 Part Three. Marianne Wex: Reclaiming our Space 6. Design Project 7. Conclusion 8. Bibliography 8.1 Image References
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 7
    UID:
    kobvindex_INTbi00005144
    Format: 71 pages : , illustrations ; , 42 × 25.51 cm.
    Content: AI-GENERATED ABSTRACT: Abstract: This thesis explores the decline of hand-drawn animated films in the Western mainstream media, focusing on the case of Walt Disney Animation Studios and their shift towards computer-animated films. The aim is to understand the factors that led to the discontinuation of 2D animated films and the underperformance of these films compared to 3D animated films at the box office. The methodology includes secondary research, utilizing a range of sources including books, scholarly articles, and interviews with Pixar co-founders. Box office sales data is analyzed to compare the performance of 2D and 3D animated films. The analysis also examines the evolution of animation techniques and the success factors behind Pixar's Toy Story. Additionally, a design project targeting Western media consumers is presented. The findings shed light on the reasons behind the shift in audience preference and the impact of technology on animation production. Keywords: hand-drawn animation, computer animation, Walt Disney Animation Studios, Pixar, box office performance, animation techniques.
    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 01. Introduction 1.1 Context and Aim 1.2 Methodology 02. The Downfall of 2D Animated Films in the West 2.1 Origin of Disney 2.2 The Involvement of Pixar 2.3 The Impact of Toy Story 03. Distinction Between 2D and 3D Animation 04. Analyzing the Success of Toy Story 05. The 12 Principles of Animation 06. Conclusion 07. Design Project 7.1 Experiment 7.2 Outcome 7.3 Application 08. Bibliography 09. List of Figures
    Language: Undetermined
    Keywords: Academic theses
    URL: FULL
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  • 8
    UID:
    kobvindex_INT5523
    Format: 62 pages : , illustrations ; , 30 x 21 cm.
    Content: MACHINE-GENERATED SUMMARY NOTE : In the world of news and journalism, we are used to receive stories through the combination of text and image. If it is a breaking story, an interview with a public figure or a long read covering a wide topic, image and text play together. Looking at ex- amples throughout history, the images are often in black and white. Jürg Wittwer and Jessica Holom states in their book, Talking through Pictures: A Be- ginner's Guide to Photojournalism that; "Technology has evolved. Coloured photos have replaced black- and-white ones" (Holom and Wittwer 2016, 6). However, black and white photography still occur in contemporary journalistic publications. Looking at newspapers and magazines today, the use of black and white may vary. This thesis will explore the mechanisms behind how publications and photographers view black and white pho- tography and what role it plays in contemporary journalistic publications. Furthermore, if there are any guidelines for when it is being used and if there are, who is in charge of this. Through case study analysis and interviews with contributors to this field the goal is to gain an understanding of what mechanisms or reasons lay behind the choice to use black and white. This thesis intends to be useful for editorial designers, photographers and also people working visually within journalistic publications.
    Note: DISSERTATION NOTE : submitted as b-gd Berlin International University of Applied Sciences, 2021 , MACHINE-GENERATED CONTENTS NOTE : 1 Introduction 8 1.1 Scope 8 1.2 Methodology 8 2 Background 10 2.1 Photography and Photojournalism 10 2.2 Editorial Design and Newspaper Magazines 13 2.3. Black and White in Educational Institutions 15 3 Black and white and Colour Photography 16 3.1 The Beginning 16 3.2 Digital Revolution and Photo Editing 16 4 Case study 18 4.1 Scope 18 4.2 The magazines 18 4.2.1 New York Times Magazine 18 4.2.2 VG Helg 18 4.2.3 D2 19 4.2.4 SZ Magazin 20 4.2.5 Zeit Magazin 20 4.3 Findings 20 5 Interviews 22 5.1 Interview Guide 22 5.2 Photo Editors 22 5.3 Photographers 23 6. Discussion 24 7 Conclusion 25 8 Design Project 26 9 References 32 9.1 Images 34 10 Appendix 36 10.1 Case study 36 10.2 Oral Interviews 48 10.3 Email Interviews 55 10.4 Notes Interviews 58
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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  • 9
    Book
    Book
    Berlin, Germany :Berlin International University of Applied Sciences,
    UID:
    kobvindex_INT5461
    Format: 69 pages : , illustrations ; , 30 x 21 cm.
    Content: In the twenty-first century, moving image displays are increasingly dominating visual culture (Bond, 2011). The public is constantly exposed to a wealth of dynamic content through media such as the In- ternet, mobile phones and televisions. Whatever the size of the screen, as long as it functions, it is a window of communication. And the overall com- munication value of the content shown will have a global impact accordingly (Brasel and Hagtvedt, 2016). Especially during this Covid-19 outbreak, the neces- sity for the public to be kept informed about the condition at the front is critical. Social media like Instagram, was filled with vari- ous visual / dynamic content of advocating "Stay- ing home" from all the creative artists around the world, sharing the information with positivity and bringing unity to fight at this hard time. Throughout this pandemic, Taiwan has now had the opportunity to be seen on a global scale. A graphic poster with the slogan "Taiwan can help" has been published on The New York Times newspa- per, created by Yung-Chen, Nieh, a prominent Tai- wanese visual designer. Even though it is a static poster, it conveys a vi- brant message: the hole in the upper part rep- resents the world's darkness in not knowing how to escape, and Taiwan is the solution: reaching out to the globe and sharing its generosity. (Zhang, 2020). Indeed, visual communication is the most effective means of disseminating information. Design is like a voice, and how to utilize your voice is essential that it affects how you want to be heard and un- derstood, hence the aim of this thesis is to investi- gate motion graphics as the medium of cultural ex- change, particularly between eastern and western. Culture and creativity are often linked with- in an industry due to their unique cultural attributes and creative nature, as culture preserves the past, strengthens the future, and inspires the next generation to think and resonate (Klta, 2012). The research question of this thesis is, therefore, to explore how motion graph- ics communicate and interpret intercultural content, following the objectives of exam- ining motion graphics achieve an expressive emphasis on the basis of graphic design, and its enhancement of emotional output and corresponding acceptance among the audience, as well as the positioning and im- portance of intercultural content and inter- cultural design in the present day. This particular topic was motivated, firstly, con- sidering that the author herself is a Taiwanese graphic designer currently based in Berlin as a student, having embraced the complete oppo- site culture of artistic freedom, logical shifting, and open-mindedness through three and a half years of living experience. By the desire to take this opportunity to express the influences on the author's design thinking and design approach to- wards diversity and inclusion. Secondly, motion design is a passion that the au- thor discovered while studying the program of graphic design and visual communication, a valu- able sector to develop and implement. Hopefully, the research findings of the ability and function of motion graphics as a means of communica- tion could be one of the research resources for designers and researchers in the future.
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2021 , 1. Introduction 1.1 Problem statement and Research question 02 1.2 Methodology 06 2. Motion graphics 2.1 Emotion through motion 08 2.2 Motion in space 12 3. Intercultural communication 3.1 Value through design 3.1.1 Intercultural behavior and its social impact 20 3.1.2 The inclusiveness 22 4. 5. 6. Communication strategies and forms 4.1 Successful intercultural content through motion graphics 24 4.1.1 Bito Studio 28 4.1.2 teamLab The environment of cultural borrowing 5.1 Culture appropriation and exchange 32 Design project 6.1 Design motivation 40 6.2 Design brief 40 6.3 Design detail 42 7. Conclusion 54 Bibliography 56
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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  • 10
    Book
    Book
    Berlin, Germany :Berlin International University of Applied Sciences,
    UID:
    kobvindex_INT5463
    Format: 71 pages : , illustrations ; , 30 x 21 cm.
    Content: In the fast-paced world we live in, efficiency and commodity have become a primordial aspect of life. New developments and innovations take us towards a world that transforms vital needs like eating, a simple yet sometimes harmful choice-like de- livery, vending machines, and processed foods conserved by outstanding amounts of sodium. Buying food in a supermarket today is very different from what our great grandparents were accustomed to. Food and nutrients have been broken down into additives mixed with powdered milk and vitamin B12. It is not a surprise that 41 mil- lion people die each year from non-com- municable diseases (NCDs) triggered primarily by unhealthy nutrition, tobacco, alcohol, and lack of physical activity (WHO 2021). Due to this, governments are imple- menting front-of-package labeling (FOP, FOPL) systems to aid customers in under- standing which products are healthier and less harmful to decrease NCDs. Gradually countries around the world include them in packaged foods, and recently Uruguay did also. Graphic design is a discipline which consists in communicating a message through visual elements. Packaging design is the discipline that creates a container relevant for the product contained inside. Decree No 272/018 regulates all packaged food sold in the Uruguayan territory by placing a black octagon that states that the determinate product contains excess sugar, fat, saturated fat, or sodium quan- tities. These black octagons are placed on the front face of the package to warn consumers about the harmful amounts of specific ingredients. This thesis focuses on the changes that packaging design and designers have encountered when the Decree was estab- lished. Most importantly, I aim to under- stand the challenges specific packaging design elements have faced now that excess FOP labels are implemented on packaged food in Uruguay.
    Note: DISSERTATION NOTE: submitted as bachelor thesis in Graphic Design and Visual Communication, Berlin International University of Applied Sciences, 2021 , 1. INTRODUCTION 10 12 1.2. METHODOLOGY 14 1.3. SCOPE AND LIMITATIONS 1.4. THESIS OUTLINE 16 15 2. THEORETICAL FRAMEWORK 2.1. NCDS IN URUGUAY 2.2. DECREE No 272/018 3. DESIGN 24 3.1. PACKAGING DESIGN 3.2. PACKAGING DESIGN HISTORY 3.3. PACKAGING DESIGN AS MEANS TO MAKE A PROFIT 3.4. ELEMENTS OF PACKAGING DESIGN 3.5. DECREE No 120/019 GENERIC TOBACCO PACKAGING 4. ANALYSIS 38 5. CONCLUSION 46 6. BACHELOR DESIGN PROJECT 48 7. BIBLIOGRAPHY 54 8. APPENDIX 60
    Language: English
    Keywords: Academic theses ; Academic theses
    URL: FULL
    URL: FULL
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