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Full-Text Articles in Film and Media Studies

Much Of Society's Unrest Caused By Barrage Of Negative Stereotypes In Films, Anthony Major Dec 2014

Much Of Society's Unrest Caused By Barrage Of Negative Stereotypes In Films, Anthony Major

UCF Forum

Everybody has a perception about what the image of art should say – or not say – but few have an informed opinion. The power of the communicative arts transcends the mere power to inform. That power is used in film, television, newspapers, radio, art, magazines, music, theatre and the new social media network as a means of influencing and shaping attitudes by providing images and opinions.


The Accompanied Experience And The Aesthetics Of Memory, Allyson Dickerson May 2014

The Accompanied Experience And The Aesthetics Of Memory, Allyson Dickerson

HIM 1990-2015

For me, a memory is the thought of a feeling. Feeling, in this case, is the appreciable radiation of sensory emanating from all objects and persons in a given moment of time. “All thought, like all feeling, is a relationship between one human being and another human being or certain objects which form a part of his universe” (Astruc). Be it an instance of attraction to another person, a place, a creation, an object, or purely an aesthetic pleasure, said instance will become ingrained as a part of an aggregation of moment-to-moment experiences that form an individual’s universe and lifetime …


Investigating Flow, Presence, And Engagement In Independent Video Game Mechanics, Jon Dunaj May 2014

Investigating Flow, Presence, And Engagement In Independent Video Game Mechanics, Jon Dunaj

HIM 1990-2015

Video games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom’s today are in direct contradiction with the real home life of students. Student’s today were born into the fast paced world of the digital realm, frequently multi-tasking between watching television, playing games, doing homework, and socializing. As educators begin to create game like experiences …


Blivits!, Charles Sutter Jan 2014

Blivits!, Charles Sutter

Electronic Theses and Dissertations

Blivits! is a feature-length documentary produced, written, and directed by Charles Sutter in pursuit of the Master of Fine Arts in Film & Digital Media from the University of Central Florida. This thesis examines the ethical questions of making a documentary in the digital era. In accordance with the restrictions of the program's guidelines, this film was completed a budget of less than $50,000. The film was shot over 18 days, in various locations up and down the east coast of the United States. This thesis is the record of Blivits!'s journey through development until completion of picture lock.


Interior: A Micro-Budget Horror Feature, Zachary Beckler Jan 2014

Interior: A Micro-Budget Horror Feature, Zachary Beckler

Electronic Theses and Dissertations

INTERIOR is a feature-length film written, directed, and produced by Zachary Beckler as part of the requirements for earning a Master of Fine Arts in Entrepreneurial Digital Cinema from the University of Central Florida. The project aims to challenge existing conventions of the horror film on multiple levels - aesthetic, narrative, technical, and industrial - while also examining growing importance of workflow throughout all aspects of production. These challenges were both facilitated and necessitated by the limited resources available to the production team and the academic context of the production. This thesis is a record of the film, from concept …


Secondary World: The Limits Of Ludonarrative, David Dannelly Jan 2014

Secondary World: The Limits Of Ludonarrative, David Dannelly

Electronic Theses and Dissertations

Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.


The Search For Truth In The Digital Cinematic Space And Green Screen Performances, Kade Dalton Jan 2014

The Search For Truth In The Digital Cinematic Space And Green Screen Performances, Kade Dalton

HIM 1990-2015

With the advent of the blockbuster and its visual effects, film has grown to accept these effects and the technology behind them, namely green screen mattes, as cornerstones to the post-production process. The propensity of green screen in all types of productions, especially those involving actors and their performances, raises questions about the methodology and workflow behind its common practice. Using real-life environments and people to create narrative scenes, this project explores the utilization of matte backgrounds to inform the rehearsal and performance aspects of cinematic story-telling.


The Great Mirror Of Fandom: Reflections Of (And On) Otaku And Fujoshi In Anime And Manga, Clarissa Graffeo Jan 2014

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 …


Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou Jan 2014

Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou

Electronic Theses and Dissertations

A problem representation is a cognitive structure created by the solver in correspondence to the problem. Sketching representative diagrams in the domain of physics encourages a problem solving strategy that starts from 'envisionment' by which one internally simulates the physical events and predicts outcomes. Research studies also show that sketching representative diagrams improves learner's performance in solving physics problems. The pedagogic benefits of sketching representations on paper make this traditional learning strategy remain pivotal and worthwhile to be preserved and integrated into the current digital learning landscape. In this paper, I describe AR Physics, an Augmented Reality based application that …


What Killed Interactive Tv? An Exploration Of Why Interactive Television Has Not Been Successful, Reuben Rogak Jan 2014

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 …


Examining The Narcissism Trend In Generation Y Through Digital Narrative Film, Joshua Ingle Jan 2014

Examining The Narcissism Trend In Generation Y Through Digital Narrative Film, Joshua Ingle

Electronic Theses and Dissertations

This thesis presents an account of the making of 15 Minutes of Faye, a microbudget feature-length film created in partial fulfillment of the requirements for the degree of Master of Fine Arts in Film and Digital Media at the University of Central Florida. It chronicles the motivation behind the creation of the film, the entire creation process, plans for its distribution, and reflections on lessons learned during the creation process. The film itself was designed to challenge its viewers with the gross self-absorption of its fame-seeking protagonist, in order to promote public discourse about Generation Y's sense of entitlement, which …