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Design And Production Of An Episodic Online Animation: Cairns Of Apeiron, Andrew Cadieux
Design And Production Of An Episodic Online Animation: Cairns Of Apeiron, Andrew Cadieux
Electronic Theses and Dissertations
This paper describes the development of a feature length script and an independent episodic animation to be distributed online. The goal is to show that appealing animation can be achieved using digital tools, a limited animation workflow, few artists and a strict micro-production budget. I will detail the methods of animation used for the project and describe plans for its distribution to an online audience, including a market analysis and business plan.
The Great Mirror Of Fandom: Reflections Of (And On) Otaku And Fujoshi In Anime And Manga, Clarissa Graffeo
The Great Mirror Of Fandom: Reflections Of (And On) Otaku And Fujoshi In Anime And Manga, Clarissa Graffeo
Electronic Theses and Dissertations
The focus of this thesis is to examine representations of otaku and fujoshi (i.e., dedicated fans of pop culture) in Japanese anime and manga from 1991 until the present. I analyze how these fictional images of fans participate in larger mass media and academic discourses about otaku and fujoshi, and how even self-produced reflections of fan identity are defined by the combination of larger normative discourses and market demands. Although many scholars have addressed fan practices and identities through surveys and participant observation, many of these studies work with Western groups of fans whose identities may not be consistent with …
What Killed Interactive Tv? An Exploration Of Why Interactive Television Has Not Been Successful, Reuben Rogak
What Killed Interactive Tv? An Exploration Of Why Interactive Television Has Not Been Successful, Reuben Rogak
Electronic Theses and Dissertations
The objective of this thesis is to investigate the history of interactive videos and examine some possible reasons as to why they have never been successful. Because the method of interactivity is often disrupting to the narrative, I wanted to make something that was much more fluid. To this end, I produced Man Alone Interactive, a branching story that allows users to choose their path without stopping the narrative. The purpose for creating it was to see if a different interactive mechanic would aid in the user immersion. In order to fully test this, two versions of the movie were …