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  • 1.
    Ali, Ahmad
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Marcus, Svensson
    Animation through Body Language: A study using the fictional character Mokhtar2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Learning to read body language is something we do throughout our whole life. It is a complex non-verbal language that can express more than words. In this study we investigate the possibility to use only body language to portray emotions to the viewer. In a background of a game project we have used a character that has his face covered, therefore, facial expression is not visible during the online survey, which we used as a method for our investigation. As a foundation we have created four character animations to portray anger, frustration, exhaustion and hurt. To find the answer if it is possible to recognize those five emotions in the character animations survey, participants were obligated to name the emotion expressed on each of the video clips. The results of this study show that the characters body language could be sufficient to portray those five emotions. However, it was concluded that body language could be enough to represent the character's emotional state to the viewer; but by including facial expressions we could help to portray the emotion even further.

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  • 2.
    Alit Wedhantara, Dewa Ketut
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Theology, Department of Theology.
    Fear and Loathing in Streets of Europe: Reading the Right-Wing Protestors’ Visual Expressions2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the last ten years, significant increase in national protest and transnational activism within the area of Western Europe brought a new impact to the study of the visual: a pictorial turn to argumentation. Visual texts in the form of posters and banners can be seen throughout the streets of Europe, alongside the rise of right-wing organizations with populistic tendencies. This research examines the posters and banners produced by three Western European right-wing organizations, namely English Defence League in the United Kingdom, PEGIDA in Germany, and PVV in the Netherlands. This thesis observes how the three organizations utilized posters and banners displayed in their rallies to manufacture a particular imagination regarding immigrants with an Islamic background. This research situates the three right-wing organizations in a specific vertical organizational hierarchy to explore the possibility of understanding which organization is at the most advantageous, generating benefit for the sake of visual mobilization of other groups.  Furthermore, the operationalization of the fear strategies as an inherent part of their visual argumentation and encounter them with the myth of Islam in the West will also be considered.

  • 3.
    Andersson Porath, Erika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Colourful Rectangles and Other Polygons: On Abstract Art in Games2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper covers the subject of abstract art in video games. The main purpose is to find out if abstract graphics are enough to evoke feelings among players. A study is conducted where players of the game Thomas was Alone answer a survey about the game and their thoughts about it, as well as an analysis of the games graphics. The results indicate that it is the narrative in the game that makes the distinct impact on the players, rather that the graphics. It is concluded that the survey should be revised and future studies are proposed. 

  • 4.
    Aziminejad, Sam
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Agfemalm, Alexander
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Examining the role of soundscapes for player experience: A Case Study of Darkwood2023Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is about audio design in horror games, by looking at the horror game Darkwood. Its goal is to answer the questions on how the soundscape of Darkwood affects player experience, what sounds Darkwood utilizes, and what emotional registers it evokes. This study’s goal is to figure out the methods of horror soundscapes to be useful for followingattempts at making horror-themed soundscapes by future game developers. The research wasconducted by having five participants play the introductory section of Darkwood, theparticipants would be interviewed afterward with questions regarding the game and horror ingeneral. The gathered data would be analyzed mainly by using the Two Factor Theory of Emotion by Schachter and Singer. The study found that the audio of Darkwood had an impacton the participants’ experience, with players visibly growing uncomfortable by the tense ambiance, but it also discovered that visuals played a large part in it too, thus it recommends future experiments with greater scale and more precise tools for measuring emotional reactions derived from sound.

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  • 5.
    Brown, Carolina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    Innovation i detaljerna: Franska modeplanscher 1725–18502022In: Manligt mode: En okänd historia / [ed] Ingrid Giertz-Mårtenson, Stockholm: Bokförlaget Langenskiöld , 2022, p. 44-59Chapter in book (Other academic)
  • 6.
    Brown, Carolina
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    Innovation in details: French fashion illustrations 1725–18502022In: Men's fashion: An untold story / [ed] Ingrid Giertz-Mårtenson, Stockholm: Bokförlaget Langenskiöld , 2022, p. 44-59Chapter in book (Other academic)
  • 7.
    Brunberg, Mikael
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The weight of color2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper explores the weight of color, with the focus lying on the symbolic significance ofcolor. Exploring whether color in itself conveys symbolic significance and is the symbolicsignificance of color permanent, or is it an after construction? It will be looking at differentareas such as what makes us humans able to perceive colors in the first place, beginning withan insight at some of the foundations in the area of color theory. Mentioning experiments ondecomposed white light, that contains the visible color spectrum and its contribution to theevolution of the color wheel. The color wheels contribution to the art world, the constructionof color harmonies and their significance. It will also be looking at some of the more commonsymbolical meanings of colors and its symbolic significance as color language. It will becovering previous research such as what the symbolic significance of color was under theElizabethan era, consequences when combining color and taste and finally an insight on thetheory of the emotion wheel and its conceptual design in combining emotions with color.There will also be a discussion part looking at the area of color therapy and thoughtsrevolving the subject. The second last part will revolve around my own observations andanalysis. Keeping in mind what I have explored in the earlier parts of this paper and using thatknowledge in my observations and analysis on three different methods utilising the symbolicsignificance of color, focused in the area of films. The last part of my paper will be the resultsof my exploration on the subject of symbolic significance of color and also a discussion part,with my own thoughts on the subject.

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  • 8. Champion, Erik Malcom
    et al.
    Foka, Anna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Art History, Heritage Games, And Virtual Reality2020In: The Routledge Companion to Digital Humanities and Art History / [ed] Kathryn Brown, London and New York: Routledge, 2020, 1, p. 238-252Chapter in book (Refereed)
    Abstract [en]

    This chapter focuses on how the engaging and entertaining medium of virtual reality and serious games has the potential to connect traditional galleries, libraries, archives, and museum (GLAM) sector organizations with contemporary audiences by blending old traditions and new technologies. Following a short definition of virtual reality, we discuss the relevance and increasing intersecting importance of virtual heritage and serious games, especially those dealing with topics and issues in art history. We suggest that while the majority of studies deal with physical or digital maintenance and display of art-historical objects; public engagement can further be achieved with the aid of participatory, sensory, and interactive platforms.

  • 9.
    Christiansen, Mats
    Uppsala University, Disciplinary Domain of Medicine and Pharmacy, Faculty of Medicine, Department of Public Health and Caring Sciences, Caring Sciences. Åbo Akademi.
    Candle march2021In: Up Against the Wall: Art, Activism and the AIDS Poster / [ed] Donald Albrecht, Jessica Lacher-Feldman, William M. Valenti, Rochester, NY: RIT Press , 2021, p. 78-79Chapter in book (Refereed)
  • 10.
    Courtar, Kenia
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Hagelstam, Frida E.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Into the Maw: A thematic analysis of hunger in Little Nightmares2022Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this essay is to explore the theme of hunger within the game Little Nightmares byTarsier. Through analyzing the environment of this mostly silent game and breaking down the eventsand spaces which are relevant to the theme, this essay intends to uncover the happenings onboard theMaw, the location on which Little Nightmares takes place. To add further context the additionaldownloadable content [DLC] Secrets of the Maw will also be reviewed. The method for which theenvironmental storytelling will be analyzed will be a close reading of the game as well as a minormise-en-scene breakdown of each scene relevant to the theme of hunger. The game Little Nightmaresis of the horror genre and as such approaches the concept of eating in games and eating for survival ingames with a more macabre twist. From starvation to excessive consumption the game displays foodthrough many different angles and also explores what can be eaten when in need. In conclusion hungeris explored in the narrative of Little Nightmares as a character motivation and plot device, as well as aprimal need. Hunger is shown in the player character Six in how her hunger and her subsequent actionsmakes her become more and more like the monsters she tries to evade on the Maw. 

  • 11.
    Cserhalmi, Nora
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    Iscensättning av sjukdom: En performativ och bildsemiotisk studie av svenska konvalescentmotiv 1884­–19332021Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    This thesis concerns six Swedish paintings depicting sick or convalescent individuals; Richard Bergh’s Konvalescent (unfinished, 1886), Flickan och Döden (1888), Eva Bonnier’s Magdalena (1887), Gustaf Magnusson’s Konvalescent (1933), Jenny Nyström’s Konvalescenten (1884), and Georg Pauli’s Vid sjukbädden (1885). The purpose of this study is to examine how sickness is portrayed and staged using performative theory and visual semiotics. The thesis takes into account that tuberculosis, being a widespread disease during the 18th and 19th Century, made it a topic of exploration in the contemporary art. With this as the framework the thesis examines whether or not it is possible to diagnose the depicted individuals. The results shows that sickness first and foremost is portrayed and staged in signs regarding the body: the face, the hands, and how the body is posed. Lastly, it is suggested that these artworks can be seen as cultural symbols of TB, since not being viable for a strictly medicinal diagnosis they are more the result of the contemporary need to examine TB and its effects on society and culture. The paintings becomes – such as a body is a vessel for a disease – vessels for the disease culturally speaking.

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  • 12.
    Dahlin Jansson, Emelie
    Gotland University, School of Game Design, Technology and Learning Processes.
    Kan man identifiera de karaktäristiska dragen hos stop-motion och applicera dem inom 3D-animation?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    For any animator either working in stop-motion or 3D-animation the knowledge of the first animation techniques are most important. For it is based on these principles that animation today can create such vibrant characters. With the extreme development 3D-animation has undergone the last twenty years it is easy to lose track of the old ways. But with this thesis a hope to show that it is these old ways that will take animation to its next stage. My aim with this thesis is to find out if it is possible to identify the characteristic features of stop-motion and apply these onto 3D-animation with purpose to create a more expressive style of animation. To be able to do this the method of this thesis is divided in two parts: the production and the perception. First the two work methods straight ahead and pose to pose are analyzed and the biggest differences are then identified. With this information two basic walk cycle animations are created, one with the work method of straight ahead and the other with pose to pose. These animations are kept as simple as possible so that all focus can be directed at the feel of the movement. In the perception part a survey is done where five participants observes the two animations and with a questionnaire answer how they perceive the differences. They answer which of the two they prefer, is most interesting and pleasant. According to the participants, they feel a difference and the majority prefer the animation done with the work method of stop-motion. They feel that it shows more personality and feel more natural. However the result is relatively even. My conclusion is that to achieve an animation that appeals to a larger group, a combination of the two work methods is optimal.

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    Kan man identifiera de karaktäristiska dragen hos stop-motion och applicera dem inom 3D-animation
  • 13.
    Dallyn, Yana
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    Takmåleri och perception – Att spåra möten mellan sinnesförnimmelser och takmåleriets konstitution2023Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    This study investigates the perceptual effect of ceiling painting on the viewer in relation to spatiality. Three case studies have been conducted of ceiling paintings by Johan Sylvius from 1690, Karl XI's gallery at Drottningholm Palace; Karl Axel Pehrson Transfigurata from 1978, at Thielska Gallery; and by Malin Gabriella Nordin from 2021, at the restaurant Ricordi, all in Stockholm Sweden. The objects represent ceiling paintings with different mediums, pictorial expressions, and motifs. This study presents how ceiling painting's formal and aesthetic structures and mechanisms activate the viewer's perception and performative action. Together with the room, these elements shape the viewer's overall experience of the ceiling painting and the spaciousness. The perceptual influence takes place in interaction with the individual's subjective psychological make up, which filters the mentally and physically perceived information. This means that each individual's experience is characterized by subjective perceptions: the same colour, expression or form can generate different impressions in different individuals – depending on the individual's previous experience with similar elements. The aim is not to find a common experience, but to track which elements and how they activate the viewer. These elements are the ceiling painting's internal and external factors, which activate the senses and shapes the viewer's movements in the room. Sensations together with the viewer's choreography create an overall experience within the viewer. The thesis in the essay postulates that these structures and mechanisms are conditioned in the ceiling painting's particular placement in the inner ceiling of the room, its materiality and spatial relationship. The perceptual impact is the initial awareness of the art, before the intellectual, ceiling painting is not sought to be interpreted but to be experienced. Most of the research in the visual arts and especially on ceiling painting is devoted primarily to narratology, the narrative content. The purpose of the essay is therefore to highlight ceiling painting as an art form and shed light on its perceptual impact on the viewer and the spatiality, as an introductory part to the subsequent intellectual interpretations. This pre-narratological stage conveys both the sensuous potential of the ceiling painting itself, and knowledge that can contribute with extensions of the narratological content.

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  • 14.
    Danielsson Jonsson, Tova
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    Två kvinnors konstnärskap: Ett nedslag och analys av Emma Ekwalls och Anna Nordgrens konstnärskap2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen behandlar Emma Ekwalls och Anna Nordgrens konstnärskap. Med genusperspektiv som teoretisk grund undersöker Två kvinnors konstnärskap – Ett nedslag och analys av Emma Ekwalls och Anna Nordgrens konstnärskap hur det såg ut för kvinnor och kvinnliga konstnärer i Sverige under 1800-talet. Då många kvinnor har blivit bortglömda eller dolda bakom sina manliga kolleger har Emma Ekwall och Anna Nordgren lyfts fram som verksamma konstnärer under 1800-talet. Analysen som genomförs av fyra olika verk belyser respektive konstnärskap och synliggör underliggande strukturer som har påverkat konstnärerna både motiviskt och hur motiven framställs. Genom att Emma Ekwall främst skildrade barn, rörde hon sig inom typiskt kvinnliga genremotiv, samtidigt som faktumet att hon var kvinna låste henne på ett sätt som skiljer som från männen under samma årtal. Här visas att även Anna Nordgren rörde sig till viss del inom vad som ansågs typiskt kvinnliga motiv, men hade däremot en bredare repertoar. Anna Nordgren var mer mobil och utvecklade såldes sitt konstnärskap mer tekniskt, men syntes även mer på konstscenen utomlands. I båda konstnärernas verk har kvinnor och flickor skildrats annorlunda från vad pojkar har gjorts. Detta visar på skillnaden mellan synen på män och kvinnor, samt hur århundradets sociala och politiska underliggande strukturer hade en väsentlig del i det hela.

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  • 15.
    Do, JiEun
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History, Conservation.
    Aboriginal Identity and Art Practices: Examining the Cultural Connection of Female Contemporary Aboriginal Artists and its Artistic Expression2023Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    The Aboriginal art market has received significantly increased interest from non-Aboriginal audiences, but Aboriginal identity and art are still not understood by non-Aboriginal people. The colonial impacts continue challenging the evolving Aboriginal identity and art practices in navigating its intersecting factors. Through interview case studies and data collection, this study aims to understand the contemporary female Aboriginal artists’ identity and how that reflects in their art. It investigates the changes in Aboriginal art in material, concept and sustainability while examining the perspective of younger generations on these changes. The findings reveal that Aboriginal identity has evolved into a diverse and complex construct influenced by politics, race, gender, class, etc. With cultural disconnection due to colonisation and increasing urban migration, contemporary Aboriginal art has evolved into a hybrid form of Western and Aboriginal art. The findings show that material use, concept and sustainability in Aboriginal art have changed significantly, and the younger generations are happy with more diverse and innovative art practices yet concerned about the continuation of the lack of Aboriginal heritage recognition. This thesis is an interdisciplinary study in the fields of heritage studies, post-colonial studies and art history. It highlights the multifaceted Aboriginal identity and art by showing the limitless dynamic of contemporary Aboriginal art practices. It discusses the importance of better understanding among non-Aboriginal people. The study contributes to amplifying the voices of the young generation of female contemporary Aboriginal artists and their goal of reaching a bigger audience to share and teach their heritage. 

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  • 16.
    Dorn, Andreas
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Archaeology and Ancient History, Egyptology.
    Copy–Paste in Graffiti Production?: Intericonicity in religious graffiti in the Valley of the Kings and the dissemination of motives2023In: Schöne Denkmäler sind entstanden: Studien zu Ehren von Ursula Verhoeven / [ed] S. Gerhards, N. Gräßler, S. A. Gülden, A. Ilin-Tomich, J. Kertmann, A. Kilian, T. Konrad, K. van der Moezel & M. Zöller-Engelhardt, Heidelberg: Propylaeum , 2023, p. 9-20Chapter in book (Other academic)
    Abstract [sv]

    It could be shown with two types of representations of gods, Meretseger as sphinx and different renderings of Amun-Ra protomes, that intericonic relationships can also be found in the corpus of the graffiti de la montagne thébaine. With a clear copy-paste case—graffito 307 made by the sculptor Amennakhte (viii), who was active during the second half of the reign of Ramses II, and copied by deputy Hay (vii) in graffito 349, who was active during the mid-20th dynasty—adaptations and variations in the later rendering could be shown. Rare motives, like Meretseger as sphinx applied on the same spot, could be identified as clearly intericonically related. In these geographically closely related cases the impact of the existing image (agency) could be identified as one of the motivations for the application/production of the copy. It is more difficult to identify the motivation for the image production in the case of the dissemination of the two different forms of Amun- Ra protomes—variants of the once, in the 19th dynasty, established image type—over the entire royal necropolis (Valley of the Kings, Valley of the Queens and adjacent valleys) during the mid-20th dynasty. But based on the identification of several persons of the Deir el-Medine elite (deputy, scribe, draftsmen), who were involved in the dissemination process and who were all closely connected and aware of the dissemination process, it can be proposed that the application of the Amun-Ra protomes on different, more or less remote, spots in the necropolis was the common goal. Further, the connectedness of the producers may explain the iconographic variants in the renderings of the common motive as markers allowing their personal distinction.

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  • 17.
    Dueñas Beltrán, Gabriela
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Educational Sciences, Department of Education.
    Videokonst: En inblick i videokonstens värld2011Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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  • 18.
    Dunn, Stuart
    et al.
    Department of Digital Humanities Kings College London.
    Earl, Graeme
    Department of Digital Humanities Kings College London.
    Foka, Anna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Wooton, Will
    Department of Art History, department of Classical studies Kings College London.
    Spatial Narratives in Museums and Online: The Birth of the Digital Object Itinerary2019In: Museums and Digital Culture: New Perspectives and Research / [ed] Tula Giannini and Jonathan Bowden, London and New York: Springer, 2019, 1, p. 253-271Chapter in book (Refereed)
    Abstract [en]

    Museums represent complex layers of place. From carefully managed curatorial spaces, to exhibition environments, to the layout of display cases, to the representation of distant parts embodied in the collections of the great encyclopedic collections, the negotiation, representation and presentation of place has always been central to the mission of any museum. This chapter will examine the history of how museums (especially museum catalogues) present place, from early origins to the Internet. A set of case studies will be examined as a means of exploring how, where and in what form art objects and artefacts first began to be transported from non-Western to Western nations for display in the museums of Western capitals, thus representing the origins of what Cuno has called our “basic and inevitable cultural interrelatedness”; and what others have called “object itineraries” or “object biographies”. A comparison will be made of the same museums’ online representation of the same places today. It will thus be possible to present a framework for considering object itineraries – historic and modern - as a subject of both history and historiography.

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  • 19.
    Engström, Maria
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of Modern Languages, Slavic Languages.
    Recycling der Gegenkultur Die neue Ästhetik der „Zweiten Welt“2019In: Osteuropa: Zeitschrift für Gegenwartsfragen des Ostens, ISSN 0030-6428, Vol. 69, no 5, p. 55-72Article in journal (Refereed)
    Abstract [en]

    n contemporary Russian film, music and fashion, a recycling of protagonists, aesthetics and ideas from the late Soviet underground and the post-Soviet years during the 1990s can be observed. What at that time were utopias of a Russian ideological and aesthetic alternative to the West are now becoming increasingly mainstream. The artists view the world through meta-modern eyes. They fluctuate between hope and melancholy, empathy and apathy, between the modern search for meaning and the post-modern doubt about the meaning of everything. Their cultural practice is the harmless, commercially attractive imitation of a revolution. The culture of the metamodern fits in with the current central political theme in Russia: “Globalisation without westernisation”, incorporation into the global market, while at the same time turning its back on the norms of the “first world”.

  • 20.
    Enwall, Joakim
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of Linguistics and Philology.
    En skulptör i Ulan-Bator: Ayushiin Ulziibaatar1996In: Orientaliska Studier, ISSN 0345-8997, no 88, p. 8-12Article in journal (Other (popular science, discussion, etc.))
  • 21.
    Foka, Anna
    Umeå universitet, Humlab.
    The digital aesthetic in 'Atlantis: the evidence' (2010)2018In: Ancient Greece on British television / [ed] Fiona Hobden and Amanda Wringley, Edinburgh, Scotland: Edinburgh University Press , 2018, p. 187-202Chapter in book (Refereed)
  • 22.
    Frandsen, Filip
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    The Impact of Visual Properties on Player Habits and Game Sessions2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper aims to provide a foundation in regard to information and cause correlation for future research about player retention and game session times based on visual properties. (such as colour values) This study can later be applied within software development. An online quantitative survey about play sessions and player habits is conducted and the conduct of this research is aimed at helping art directors make conscious and deliberate choices about the art styles for products where the visuals may impact player retention and game sessions. By knowing how visual elements such as colour values, shapes and contrast impact game play intensity and player engagement, and ultimately the end time spent during play sessions, art directors can make informed decisions to help impact player behaviours and habits.The paper includes subjects such as colour effects on humans (mental and physical), how human eye sight functions and how this should affect designs, effective use of visuals, eye fatigue, and visual communication.This study of visual properties and play sessions concludes that visuals have a definitive impact on how the game is perceived and processed by the player, leading to situations where the same mechanics can be much more intensive if presented using specific forms of visuals.

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  • 23.
    Fredriksson, Emma
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Combining Shape, Color and Postures for Ambiguous Character Roles2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study explores how character design guidelines can be combined and remixed to create characters whose motivations are ambiguous to the viewer. I investigate some common guidelines that character artists generally follow when designing characters; summarized in a literature review, and then I test various applications of these guidelines through online surveys. I analyze the qualitative data from these surveys to answer the question of how flexible these guidelines are and how far they can be stretched. The study includes the design guidelines for color, shape and posture of the character, to see how each element is added to different kind of characters and how it affects the interpretation when changed. The final part of the study is done with a second online survey collecting qualitative data, including self-created characters built from the guidelines found for the protagonist or the antagonist and the results of the first survey. Two different designs are created and then changed to different versions, where the color scheme, shape or pose is reversed to the other’s role. The results collected from the online survey showed that by just changing color, shape and posture separately; the character is interpreted in new ways – which can be used when creating characters that are supposed to be hard to read. With the change of each separate element and by having the design elements counteract each other, the characters were read as good by about half the participants, while the other half interpreted it as evil. Depending on which design elements that were changed, opinions ranged between characters that are hiding their true nature, to characters that are trying to be good or a character that is supposed to betray the main character. By changing the two factors of color and shape at the same time, however, showed that the character was interpreted as almost strictly either good or evil.

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  • 24.
    Greenhalgh, Annie
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Facilitation of user generated content for games without breaking the visual style of the intellectual property – A case study of "The Elder Scrolls V: Skyrim"2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The aim of this thesis is to explore how to facilitate user generated content without breaking the visual style of the intellectual Property (IP). The hypothesis is that an art guide aimed at users creating User Generated Content (UGC), following the format of the art guide for Dota 2 from Valve Corporation can be used for games in general to facilitate the creation of UGC without breaking the IP’s visual style. This hypothesis will be tested by generating such an art guide for the game The Elders Scrolls V: Skyrim, focusing on character-creation. The first step is to investigate how UGC is integrated into different games and Dota 2 in particular. The study utilizes the elements of art as they serve as a foundation for the art guide. The character art guide focuses on silhouettes, value gradients, value patterning, color and saturation, color schemes, color-mixing and color key examples, and is included as an appendix to this thesis.

    To conclude, the efficiency of this art guide format is evaluated in the form of three interviews with people with various levels of experience in game development. The result shows that the art guide format could be a good starting point in helping players to create suitable UGC for a game, if not used as a set of strict rules, but rather recommendations that the user is encouraged to follow. 

  • 25.
    Gullbrand, Jerker
    Gotland University, School of Game Design, Technology and Learning Processes.
    Picture composition applied to 3-dimensional level design2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis is to examine how compositional techniques developed for fine art may be applied to 3-dimensional level design. It uses game design theory and best practices as a starting point and then investigates how graphic theory can be applied to further them by creating natural graphic focal points in a level, providing a set of tools the designer might use to graphically communicate with the player. The thesis investigates four main techniques used to achieve graphic control:

    Managing hues and values.

    Managing shapes.

    Using linear and atmospheric perspective.

    Managing levels of detail.

    Each technique is linked to compositional theory through historical paintings which feature the techniques in question. Examples are then provided from contemporary games that testify the validity of using the technique in level design. In some cases altered scenes are also provided; over paints done in Adobe Photoshop exemplify how a technique may be used to change a scene’s meaning and convey other messages to the player. The conclusions and analysis testify to the value of incorporating compositional theory into level design and suggest further areas of research along the same line.

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    Picture composition applied to 3-dimensional level design
  • 26.
    Guo, Yu
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Designing Game Narrative to Evoke Players’ Empathy2022Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The paper would focus on the game narrative and empathy, more specifically, the primary goal of this paper is to see how game narrative evokes players’ empathy and get some narrative design principles that can be used in future game design and research. To fulfill the research goal of the paper, I will analyze three role-playing games To the Moon(2011), A Bird Story(2014), and Finding Paradise(2017). They are all developed by a designer Kan Gao, and focus on storytelling, especially To the Moon, receiving praise for its narrative and was given the "Best Story" award by GameSpot(“To the Moon,” 2022). The result of the paper can complement the study on the intersection of game narrative and empathy, also it can supply some practical cases in the game field for Keen’s(2006) narrative empathy theory. And the study can help researchers to study deeper in this field, and provide more empathic narrative design strategies for game designers. And those devices about plot twists, flashbacks, camera angles, etc, may also apply to the literature and film creation for evoking the audience’s empathy.

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    fulltext
  • 27.
    Habetzeder, Julia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Archaeology and Ancient History, Classical archaeology and ancient history.
    The propriety of decorative luxury possessions: Reflections on the occurrence of kalathiskos dancers and pyrrhic dancers in Roman visual culture2015In: Own and be owned: Archaeological approaches to the concept of possession / [ed] Alison Klevnäs; Charlotte Hedenstierna-Jonson, Stockholm: Stockholm University, Department of Archaeology and Classical Studies , 2015, p. 93-108Chapter in book (Other academic)
    Abstract [en]

    In a well-known passage of his De architectura (written during thelast decades BC) Vitruvius describes the Roman domus (house) as aself-evident part of the public image of its owner. To Vitruvius, thehouse is not a private sphere, at least not in the sense we like to thinkof our homes today. Instead, Vitruvius emphasizes that the domusserves as the backdrop for at least a part of its owner’s public life,and as such its layout and appearance has a bearing on the owner’spublic persona (Vitr. De arch. 6.5.1-3; Granger 1934:36–39). But itwas not just the appearance of the house itself that was important inthis regard: there was a similar relationship between the home-ownerand the possessions that he chose to put on display in his house.

    During the Late Republican era (133–31 BC), many members ofthe Roman elite set out to acquire art collections to be displayed intheir homes. This paper shows that the decorative luxury possessionsacquired had a power and a capacity of their own. The owner’s tasteand personality were established through the acquisition and displayof these collections.

    To illustrate this point, two motifs are discussed: kalathiskos dancersand pyrrhic dancers (fig. 1). Within the Roman cultural context,these motifs are primarily represented on decorative luxury items.The paper aims to explore the occurrence of the motifs and to explainwhy pyrrhic dancers were depicted less often than kalthiskos dancers(fig. 2), and to relate this circumstance to the agency of decorativeluxury possessions within the Roman cultural context.

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    The propriety of decorative luxury possessions
  • 28.
    Haglund, Vira
    Gotland University, School of Game Design, Technology and Learning Processes.
    Character Development and its Utilization for Convergent Media Formats2012Independent thesis Advanced level (degree of Master (One Year)), 40 credits / 60 HE creditsStudent thesis
    Abstract [en]

    The thesis caters to the demands of the creative industries for products and contents which can be utilized for convergent media usage and cross-marketing strategies. In this regard character design serves as an important element of entertainment franchises since it is a means to produce media content with high recognition value. However, numerous character adaptations in different media formats illustrate that characters who are successful in one medium are not necessarily as successful in another media format. The thesis takes a closer look at characters in the context of media convergence and discusses the main principles of character creation and development. By favoring a heuristic approach which analyzes the aesthetic phenomena of arts and entertainment by the means of theoretical research which is supported by practical examples, the thesis concludes that character development is based on three dimensions which have to be combined in order to create characters which can be utilized for different media formats. In this context the work discusses character creation in writing, visuals and interactive media by focusing on ways which secure the successful transfer of characters into different media formats without a loss of character depth and quality.

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    Character Development - Vira Haglund
  • 29.
    Hammarström, Annelie
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Educational Sciences, Department of Education.
    Gummitryck eller Photoshop: Kan gummitryck motiveras om det går att få samma resultat digitalt?2012Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
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    Gummitryck eller Photoshop
  • 30.
    Hauber, Agneta
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of Modern Languages, German.
    "Das Siebte Kreuz": Eine intermediale Analyse des Romans von Anna Seghers, des Comics von William Sharp und des Filmes von Fred Zinnemann2016Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
  • 31.
    Hazelius Forthomme, Maria
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Educational Sciences, Department of Education.
    Färglära i praktiken: En studie och tolkning av Betty Edwards tankar om färg i praktiken2013Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Studien har som utgångspunkt att utveckla min färglärakompetens som konstnär och pedagog i bildämnet. För att bespara tid utgår min undersökning från en bok av Betty Edwards ”Om färg” som säger sig kunna ge kunskap i färglära på ett praktiskt och relativt enkelt sätt, i boken förklaras bland annat om färgsystem så som RGB-skala, egenskaper i färg som färgton, valör och intensitet, även kunskaper om färgens inverkan på varandra, harmoni och de olika tillstånd jag kan befinna mig i under skapandet av en bild. Genom att praktiskt genomföra bokens samtliga övningar har jag genom att analysera loggboksanteckningar, film och utfallen av mina skapade material kommit till en slutsats i denna studie. Resultatet pekar på att begreppsliggörandet är av stor vikt i processen att utveckla min färglärakompetens. Verbaliseringen har givit mig möjlighet att namnge färg och där igenom att fastställa färgton, intensitet och valör i färg. Även vikten av färgers inverkan på varandra har varit en upptäckt under studiens gång. Undersökning är fortfarande en liten del av en lång process inför uppgiften att förstå och få en större färglärakompetens.

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    fulltext
  • 32.
    Heffermehl, Fabian
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Uppsala Centre for Russian and Eurasian Studies.
    Bildet sett fra innsiden: Ikonoklastiske og matematiske konsepter i Florenskijs omvendte perspektiv2015Doctoral thesis, monograph (Other academic)
    Abstract [en]

    For the Armenian-Russian mathematician, theologian and art-theoretician Pavel Florensky (1882–1937), the so-called reverse perspective of the Byzantine cult-image (in Greek: eikon) functioned not only as a phenomenon within painting, but also as an expression of a world-view that should ultimately define a cultural distinction between Russia and Europe. Florensky argued in various ways that the Russian-Orthodox reverse perspective represents ethical and aesthetical values that are superior to the Western linear perspective. He saw the lack of an exact definition of depth in the icon as an expression of true religious orientation towards a spiritual realm, which cannot be described within frames of our earthly – or Euclidean – categories of space and time. In other words, the reverse perspective became regarded as a real reversal of Western painting, requesting a different space, a different observer, and a different concept of reality.

    This dissertation is an “archeological excavation” in the 20th century Russian-Orthodox icon theology. By analyzing theories of Florensky in the first line, and also a number of his contemporaries and predecessors, I identify a complex of different layers similar to a palimpsest. In this palimpsest, archaism, paganism, patristic theology, and romanticism interact with a modern re-conceptualization of the medieval Orthodox icon. However, in a usual palimpsest the old letters shine through the new ones; Florensky, on the contrary, seems to project paradigms of his contemporary culture and science into his description of the medieval icon. In this case, would the reverse perspective not instead be a reverse palimpsest, where new texts become visible in the old texts? With this question, my dissertation introduces an approach to Florensky and the icon that is more complex than what has been the case in earlier research. A usual explanation of the formal aesthetics of the icon is that the icon painter directs his/her spirit towards Heaven and, consequently – and in contrast to the Renaissance painter – does not try to make a mimesis of the earthly things. However, I argue that this dichotomy between a profane and spiritual mentality should be regarded both as a condition for Florensky’s world view and, at the same time, as a construction produced by his thinking.

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    fulltext
    Download (jpg)
    presentationsbild
  • 33.
    Heide, Markus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of English, The Swedish Institute for North American Studies.
    “Learning from Las Vegas”: Border Aesthetics, Disturbance, and Electronic Disobedience. An Interview with Performance Artist Ricardo Dominguez2021In: Journal of Borderlands Studies, ISSN 0886-5655, E-ISSN 2159-1229, Vol. 36, no 1, p. 49-57Article in journal (Other academic)
    Abstract [en]

    Since the 1980s the performance artist Ricardo Dominguez has been involved in collaborative art projects experimenting with political aesthetics. Critical Art Ensemble, formed in1987, explored intersections between art, technology, political activism as well as criticaltheory. In the 1990s, the Zapatista uprising and its insurgent use of communication technology inspired Dominguez to rethink his notion of art and art’s role in society. In 1997Dominguez was co-founder of The Electronic Disturbance Theater. About a decade later,in 2008, the group initiated the installation and performance pieceTransborder ImmigrantTool(TBT). The Electronic Disturbance Theater planned to distribute inexpensive mobilephones among individuals South of the US–Mexico border who planned to cross North.The group had developed a phone app that provided experimental poetry to unauthorizedmigrants while using GPS technology to lead them to water stations in the deserts of theborderlands. As an installation (water stations) and a performance (distribution, poetry,crossing of the border), theTransborder Immigrant Toolcalls attention to the processof crossing the border and the dangers involved. After all, each year about 250 deathsof migrants are registered in the borderlands, most of them caused by dehydration.1TBT’s art intervention confronts the public with the borderlands as a place of violenceand death. At the same time, it reflects on art’s potential of going beyond its own complicity in power structures. TBT also links art and politics to the technological and digitalizedculture of surveillance.

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    fulltext
  • 34.
    Heide, Markus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Languages, Department of English.
    Repossessing Border Space: Security Practice in North American Border Art2016In: Comparative American Studies, ISSN 1477-5700, E-ISSN 1741-2676, Vol. 14, no 3-4, p. 191-203Article in journal (Refereed)
    Abstract [en]

    This paper discusses how the visual arts engage in representing border crossing experiences and, more speci cally, how art interrupts border security practices and their rituals. After introducing the history of North American border art and di erent approaches to issues of border crossing, the paper will concentrate on speci c works. It argues that the selected works of art perform interventions that confront the public with the borderlands as a place of violence and death. At the same time, artists are shown to employ di erent artistic strategies of symbolically re-possessing the borderlands for undocumented migrants who – when crossing it – experienced it as an existential obstacle. 

  • 35.
    Hellerslien, Erlend
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    The Shades of Styles: A human search for words communicating all aspects of styles.2021Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    This research is an investigative attempt on the concept of style´s development to potentially noticing our diverse human history on viewing the aspect of styles, starting (in the part one) by looking into the problem of the development of styles and its characteristic of representation in terms of its messages, realties, semiotics, and human collaboration. Leading towards the human search in seeing style more commonly neutral for a more meaningful dialog. The research shows then (in the part two) the potential to build a Digital Style Dictionary and A Digital Visual Compass: A Human-Centric Guide on The Aspect of Seeing Reality’s that can support identifying aspects of multiple realities (core reality, abstract reality, surreal reality and artificial reality) — where two cases (in the part three) of visual styles get analyzed, discussed, reframed, and presented (Transpace and Swisch). Fundamentally this paper looks to provoke a discussion on what we humans want the point to be in seeing styles. The complexity is as grand as our diversity, but still, this research highlights the hope to respectfully identify the distinctive shades of styles for the sake of a more significant human dialog and inclusion. The research´s grand ambition is knowingly bigger than what it itself can grasp to complete right now (2021) fully. It proposes an idea for the near future to shape a Digital Style Dictionary and a Digital Visual Compass that works for the common human aspect of seeing styles. This research is a first attempt towards shaping the fundamental frame towards a spectrum of the style´s, that we can respectfully continue to articulate for the sake to include better human communication on the aspect of seeing distinctiveness, not that style´s stands in a capital value program between something “high” or “low.” Instead, we can now start to collaborate in shaping and building these potential tools as A Digital Style Dictionary and A Digital Visual Compass in sharing a more human-centric spectrum of styles to push the human evolution of knowledge further.

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    fulltext
  • 36.
    Keshavarz, Mahmoud
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Cultural Anthropology and Ethnology.
    To Draw a Line: In Conversation with Mourad Kouri2019Other (Other (popular science, discussion, etc.))
  • 37.
    Keshavarz, Mahmoud
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Cultural Anthropology and Ethnology.
    Undesigning Borders: Urban Spaces of Borders and Counter-Practices of Looking2018In: Undesign: Critical Practices at the Intersection of Art and Design / [ed] Gretchen Coombs; Andrew McNamara; Gavin Sade, London: Routledge, 2018, 1, p. 161-174Chapter in book (Refereed)
    Abstract [en]

    Today, borders are not merely geographical lines of separations, divisions and differences. They are design spaces of production, circulation and consumption of images and relations. This chapter discusses the ubiquitousness of borders by discussing a specific national project of internal borderwork in Sweden and bringing forward the stories of those who are affected by it. Consequently, it argues that while borders frame certain moments and events as natural, catastrophic or normal, they deframe their own presence and politics persuasively. Borders as spaces, produce and sustain certain normalised ways of looking that allow them, paradoxically, to skip the sight. One way to resist these spaces of violence and exclusion is to envision counter-practices of looking at borders, to articulate other ways of looking at borders, at what borders could be, where they operate and how they move in time and space. As an example, the chapter ends with a presentation of a project that aimed at undesigning borders in the everyday life of two Swedish towns, where the police were heavily engaged in a series of racial profiling operations to find undocumented and deportable migrants.

  • 38.
    Keshavarz, Mahmoud
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Cultural Anthropology and Ethnology.
    Björgvinsson, Erling
    University of Gothenburg.
    De Genova, Nicholas
    University of Houston.
    Wulia, Tintin
    University of Gothenburg.
    Art and Migration: Editorial Introduction2020In: PARSE Journal, E-ISSN 2002-0953, E-ISSN 2002-0953, Vol. 10Article in journal (Other academic)
  • 39.
    Kholod, Ivan
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Laiho, Teemu
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Creating a model for the process of designing a character that the player may form an attachment to2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Forming attachments to other creatures and things is not a phenomenon that is contingent on the entity existing in the real world. It’s a common thing in video games that the player grows attached to certain characters in some way, and it can sometimes even be a driving factor for a game’s gameplay. However, the process of creating an entity that the player may form an attachment to, especially for such games where this is a vital aspect, is not defined. By taking the popular virtual pet game Tamagotchi as an example and looking into various character design theories, we developed our own virtual pet game and reviewed our design process in an attempt to establish a baseline model.

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    fulltext
  • 40.
    Kihlberg, Jakob
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of History of Science and Ideas.
    Popular Assembly and Political Subjectivity in the European Illustrated Press of the 1840s2022In: Victorian Periodicals Review, ISSN 0709-4698, E-ISSN 1712-526X, Vol. 55, no 3-4, p. 315-339Article in journal (Refereed)
    Abstract [en]

    Historical research on how people have come to identify as part of "the people" as a political collective has not paid much attention to the development of a market for visual news. To show how this market might have shaped political subjectivity, this essay analyses how magazines like the Illustrated London News, L'Illustration, and the Illustrirte Zeitung created a standardized pictorial language for depicting multitudes as political actors. It argues that this language was closely tied to the affordances of the magazines as periodicals, especially their ability to link images serially, and promoted a detached way of seeing popular mobilisation.

  • 41.
    Kihlberg, Jakob
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of History of Science and Ideas. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of History of Science and Ideas.
    Synoptic Images: Truth and Temporality in Pictorial Journalism During the 1840s2023In: Victorian literature and culture, ISSN 1060-1503, E-ISSN 1470-1553, Vol. 51, no 2, p. 199-232Article in journal (Refereed)
    Abstract [en]

    The 1840s saw the creation of weekly illustrated newsmagazines in several European countries, with titles like the Illustrated London News, L'Illustration, and the Illustrirte Zeitung. This article questions the common assumption that these influential periodicals contributed to modern news time primarily by speeding up the consumption of visual information through rapidly produced and consumed eyewitness accounts. An analysis of the many images of staged public events, like inaugurations, political meetings, and parades, that were published during the early years of illustrated news instead shows than they were often produced as translations of information from different sources (both visual and verbal) and created as pictorial summaries of events in a way that can best be described as “synoptic.” Rather than ephemeral reflections of an ever-changing present, such visual condensations also served to commemorate and make lasting and thus contributed to establishing the very events on which the experience of a fast-forward movement of time was based.

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    Synoptic Images
  • 42.
    Kjellman, Ulrika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Bilden som bevis: Om bruket av fotografier i det vetenskapliga arbetet vid statens institut för rasbiologi2015Other (Other academic)
  • 43.
    Kjellman, Ulrika
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of ALM.
    Gaston Backmans visuella gestaltning av människan som art och ras2022In: Bilder av ras i svensk visuell kultur / [ed] Åsa Bharathi Larsson, Stockholm: Kungl. Vitterhets Historie och Antikvitets Akademien, 2022Chapter in book (Refereed)
  • 44.
    Kähkönen, Christian
    Gotland University, School of Game Design, Technology and Learning Processes.
    How to create a 3D character model for a pre-existing live action film, that matches the characteristics of the intellectual property and the visual style of the chosen film2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    My aim is to find out how to create a 3d character model for a pre-existing live action film, give this character characteristics that match the intellectual property and follow the visual style of the chosen film. For my example in this degree project, I chose Disney's adaption of John Carter of Mars.

    I used my own pipeline, which is a collection of work methods from different artists, for the creation of the example 3d character model. Though with a limit of bringing the model through the first two steps, as I focus on the constraint of this thesis work.

    In order to create this model, I researched the universe of John Carter, and the visual style of the film, and from that knowledge I designed a character to create a 3d model of.

    The finished 3d character model of this degree project was then compared to models from the production of John Carter of Mars, both by the author and through a survey to evaluate the result.

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    fulltext
  • 45.
    Laine, Merit
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Art History.
    Philosopers, Beauties and Friends: Portrait Series as Records of the Court Cultures of Wilhelmine, Margravine of Bayreuth and Lovisa Ulrika, Queen of Sweden2019In: Markgräfin Wilhelmine von Bayreuth und die Erlanger Universität: Künste und Wissenschaften im Dialog / [ed] Christina Strunck, Peterhof: Michael Imhof Verlag, 2019, p. 202-215Chapter in book (Other academic)
  • 46.
    Lindahl, Felix
    Gotland University, School of Game Design, Technology and Learning Processes.
    Varelsedesign: en metod2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions. When the production was completed I received feedback from the game design group and conducted an analysis of the method, based on their feedback and my own conclusions, to further improve upon this method.

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    Varesledesign, en metod
  • 47.
    Lorenzoni, Patricia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Theology, Centre for Multidisciplinary Studies on Racism.
    Being human: Efterord2021In: Outside / [ed] Per Hanstorp, Göteborg: Per Hanstorp Förlag , 2021Chapter in book (Other (popular science, discussion, etc.))
  • 48.
    Lorenzoni, Patricia
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Theology, Centre for Multidisciplinary Studies on Racism.
    What’s in a Landscape?: Indigenous Art and the Coevalness of Colonial Expansion2018In: PARSE Journal, E-ISSN 2002-0953, no 8Article in journal (Refereed)
    Abstract [en]

    Taking as a point of departure the ambiguity of notions of center and periphery, this article discusses the place of the landscape in contemporary Amazonian indigenous art. Jaider Esbell’s gallery in Boa Vista, Brazilian state of Roraima, has since its opening in 2013 become a hub in a growing movement of indigenous art in Brazil. In a context where a mythology of racial miscegenation has symbolically placed indigenous people at the very heart of national formation, but where indigenous people became full citizens only in 1988, indigenous artists break through an imposed invisibility traditionally relegating them to a past doomed to disappear with the coming of modernity. Discussing the work of three artists – Carmézia Emiliano, Jaider Esbell and Amazoner Okaba – I argue that the coevalness of territorial colonial expansion in Brazil brings a special meaning to the ways in which indigenous art work with and through the landscape. Where there is no “post-“ to colonialism, and where colonial territorial expansion is a dynamic shaping the present, representations of the landscape cannot escape its disputed character. Art, in this context, becomes a site of both healing and resistance, taking the form of a claim: “we are still here, and we are still indigenous”.

  • 49.
    Lundberg, Magnus
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Theology, Department of Theology, Church and Mission studies, Science of Mission. Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Theology, Department of Theology, Church and Mission studies, Church History.
    Från Antwerpen till Axbergshammar: Hovmålaren och bruksarrendatorn Laurens van der Plas2024In: Personhistorisk Tidskrift, ISSN 0031-5699, Vol. 120, no 1Article in journal (Refereed)
  • 50.
    Mäntymäki, Tiina
    et al.
    Vaasa University.
    Rodi-Risberg, Marinella
    Foka, Anna
    Introduction2015In: Deviant Women: Cultural, Linguistic and Literary Approaches to Narratives of Femininity / [ed] Mäntymaki, T., Rodi-Risberg, M., Foka, A., Oxford: Peter Lang Publishing Group , 2015, p. 9-25Chapter in book (Refereed)
    Abstract [en]

    The construct of the deviant woman is analysed from literary, sociolinguistic and historical-cultural perspectives, revealing insights about cultures and societies. Furthermore, the studies recognise and explain the significance of the concept of deviance in relation to gender that bespeaks a contemporary cultural concern about narratives of femininity.

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