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Performance Of Illustrations And Images As Language In Sarnath Banerjee’S All Quiet In Vikaspuri, Akanksha Barthwal Ms Jun 2026

Performance Of Illustrations And Images As Language In Sarnath Banerjee’S All Quiet In Vikaspuri, Akanksha Barthwal Ms

SANE journal: Sequential Art Narrative in Education

Sarnath Banerjee’s All Quiet in Vikaspuri, fictionalizes but at the same time addresses water wars and political ideologies in the city of Delhi. By the means of eco-critical approach in the name of Vi-kas (development) Banerjee discuss the acts of slow violence subverted on nature in the name of progress (vikas). Through text/ images the author depicts chaos and challenges for the readers in more direct and obscene ways. The current paper attempts to look at Banerjee’s illustrations and images as new form of language emerged in modern Indian literature with the possibly that illustrations have more effect on …


Creating Cartoon Style With 3d Animation, Sean William Meade Aug 2024

Creating Cartoon Style With 3d Animation, Sean William Meade

All Theses

Computer-generated three-dimensional animation is often used to imitate live-action filmmaking and photorealistic objects and effects. However, it is equally possible to use three-dimensional computer-generated imagery to imitate cartoon, hand-drawn two-dimensional animation. Cartoons and hand drawn animation have their own sets of limitations which change their visual style. Animators may choose to draw scenes with elements that break continuity or are not realistic. Every choice from the color to the scene composition is different from now-conventional three-dimensional CGI. With this thesis, I investigate how to create a three-dimensional scene that closely resembles the appearance of a two-dimensional cartoon animated scene drawn …


Pathos, Fall 2020, Portland State University. Student Publications Board Oct 2020

Pathos, Fall 2020, Portland State University. Student Publications Board

Pathos

Interim Editor-in-Chief: Claire Miller


Noah Fidlin Senior Art Portfolio, Noah J. Fidlin Jan 2020

Noah Fidlin Senior Art Portfolio, Noah J. Fidlin

Senior Art Portfolios

An art, photography and design magazine that combines analog and digital media.


Introduction To New Work On Electronic Literature And Cyberculture, Maya Zalbidea, Mark C. Marino, Asunción López-Varela Dec 2014

Introduction To New Work On Electronic Literature And Cyberculture, Maya Zalbidea, Mark C. Marino, Asunción López-Varela

CLCWeb: Comparative Literature and Culture

No abstract provided.


Pullinger's And Joseph's Inanimate Alice And Intercultural Engagement, Ana Abril Dec 2014

Pullinger's And Joseph's Inanimate Alice And Intercultural Engagement, Ana Abril

CLCWeb: Comparative Literature and Culture

In her article "Pullinger's and Joseph's Inanimate Alice and Intercultural Engagement" Ana Abril analyzes Kate Pullinger's and Chris Joseph's digital graphic novel and game. Inanimate Alice offers a model for online education environments and has been widely acclaimed. However, Abril's ana-lysis suggests possible ways for improving the empathic and educational potential of the novel/game for interpersonal and intercultural benefit. Abril bases her analysis on the theories of human interpersonal communication and then applies these findings to Inanimate Alice and suggests improvement so that participants would be able to decide if they want to play from the viewpoint of their own …


Case Study Two: Jewish Time Jump: New York, Owen Gottlieb Oct 2014

Case Study Two: Jewish Time Jump: New York, Owen Gottlieb

Articles

Gottlieb presents an early case study of his mobile augmented reality game Jewish Time Jump: New York design on the ARIS platform for the iPhone and iPad (iOS). The game is set on-location in Washington Square Park in New York city. Players in 5th-7th grade take on the role of time-traveling reporters, landing on site on the eve of the Uprising of 20,000, the largest women-led strike in U.S. History. Based on their GPS location they receive media from over 100 years in the past, interactive with digital characters as they work to gather a story for the fictional Jewish …


"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette Jan 2012

"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette

English Faculty Publications

Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.