3,546 research outputs found

    Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras

    Full text link

    Being Jacques Villeneuve: Formula One, 'Agency' and the Fan

    Get PDF
    DVD disc of supplementary material available with the print copy of this thesis, held at the University of Waikato Library.In this thesis, I analyse my fandom for the Formula One driver, Jacques Villeneuve. Despite its rampant commercialism, innovative mediation, prestige and popular status within global sport, Formula One is surprisingly an under-researched topic in academia. Moreover, 'intense' fandom has often been stigmatised; at worst associating such individuals with pathological and obsessive behaviours or refuting their affections as merely symptomatic of the socio-economic forces that transform fans into duped consumers. This thesis argues against such simplistic disqualifications and reconceptualises fandom in light of how the structure/agency binary has itself been reconceptualised within media and cultural studies. Rather than privileging either the determining social, mediated and commercial structures, or championing the 'active agential' capacities of social individuals, Grossberg's notions of 'affect' and 'structured mobility' are drawn upon to underpin a more flexible explanation of contemporary fandom. In particular, affect offers theoretical purchase for how fans form attachments with selective media objects and why these come to 'matter' for specific individuals. Furthermore, by marrying affect with 'structured mobility', affective investments are recognised for their capacity to 'anchor' individuals in specific and concrete spatial/temporal 'moments' of social reality as they navigate both the mediated apparatus of the sport and the structured social, cultural and economic terrain that shapes their mediated fandom. Such insights are developed through a 'funnelling' approach in this thesis which moves from an examination of collective Formula One fandom to my own, exploring the affective traces of a friction that Villeneuve's maverick status provided within the broader machinery of the sport and to which this fan has responded

    Nothing But The Truth And The Whole Truthiness: Examining Markers Of Authenticity In The Modern Documentary

    Get PDF
    This thesis examines the phenomenon comedian Stephen Colbert dubbed “truthiness” as it pertains to representations of authenticity in the documentary film genre. This thesis identifies several “markers of authenticity,” such as voice-over narration and confessional interviews, which have come to represent trustworthy representations of reality in the documentary form. This thesis also provides a content analysis of the markers’ use in five carefully selected contemporary documentaries, including Super Size Me (Spurlock, 2004) and Bowling for Columbine (Moore, 2002). The purpose of the study is to create a more comprehensive definition of the word truthiness as it pertains to the documentary film genre. The results of the study show that truthiness exists when a marker of authenticity is used to support the articulation of the documentarian’s viewpoint at the expense of a subject’s authenticity. The results of the study also show that truthiness exists when any marker of authenticity is used to convey a secondary meaning for comedic or ironic effect

    Media’s influence on the 21st century society: A global criminological systematic review

    Get PDF
    This investigation assumes that the media can reduce or spread criminal activities and tendencies based on how the concerned parties apply the policies and community standards that guide these platforms’ use. In total, 254 materials were gathered across several search systems between October 2021 and September 2022. Qualitative data were used from the selected materials to synthesise and summarise the content on the examined 21st-century events and media’s influence on crime. It is not possible to reject the premise that the media influences opinions on crime and the legal system. Nevertheless, the data reveals that no causal media effect can be directly established. However, the same data uncovers how media portrays an activity affects how people perceive it. Advances in technology, media, and criminology may have affected the analysis of records, including the time and quality of resources. More accurate and fair media coverage of crime would lead to a more informed and aware population. On the other hand, media houses that promote and reward good behaviour should be applauded. These two steps ensure the media cannot be ignored when assessing crime and how the public perceives it, as it can encourage crime and shift perceptions. Therefore, further research, stricter laws and policies, and community education on crime prevention and media screening are needed. The fact that unfavourable media coverage of crime can ruin a business, either directly or indirectly (consumer behaviour changes due to crime), makes this paper of utmost importance for businessmen, politicians, and local agencies.Esta dissertação presume que os media podem ser utilizados para reduzir ou difundir atividades ou tendências criminosas, dependendo da aplicação de políticas e padrões comunitários que influenciam tais plataformas. Foram utilizados 254 materiais reunidos em diversos sistemas de pesquisa entre outubro de 2021 e setembro de 2022. Estes compreendem publicações do século XXI que examinam a influência dos media nas práticas criminais e suas perceções. Apesar deste estudo não possibilitar estabelecer uma relação causal, não é, ainda assim, possível rejeitar a premissa de que os media influenciam as perceções face ao crime. Determina, contudo, que o modo como os media divulgam uma atividade afeta a perceção social face à mesma. Uma população mais informada e consciente depende de uma cobertura mediática mais fatual. Os media que promovem e recompensam o bom comportamento devem ser louvados. Os media não podem ser ignorados na avaliação do crime e da sua perceção, tendo o poder de incentivar a criminalidade e potenciar alterações nas perceções sociais. Consequentemente, é necessário investigar mais, aplicar leis e políticas mais rigorosas, e investir em programas de educação comunitária de prevenção à criminalidade e interpretação dos media. Esta dissertação é de elevada importância a empresários, políticos e outros órgãos locais, pelo fato de a cobertura desfavorável do crime pelos media poder arruinar um indivíduo, organização ou até um negócio, seja de forma direta (críticas ao estabelecimento) ou indireta (mudanças no comportamento do consumidor devido à ocorrência de crimes numa região)

    Esports events: classification and impact of business model of video games on size

    Get PDF
    Esports events are not commonly researched in academic literature. This research aims to provide a higher degree of understanding around esports, esports events and their size, and to develop a framework for future research. Video game business models are considered, as their link with esports is not often examined. Overwatch is also investigated as a case study of a single video game and its associated esport. The methodology employed is based on mixed methods. A pragmatic approach is utilised, adjusting the research philosophy based on the most suitable approach for each part of the study. The research design evolves based on the findings and the methods used in the previous chapters. Chapter 4 utilises a mixed methods approach, chapters 5 and 6 both use a quantitative method, before chapter 7 uses a qualitative, case study like technique. Chapter 4 explores the determination of a framework to measure size of events and such framework is created, with 1 event being classed as ''giga'', 16 as ''mega'', 15 as ''major'', and 11 as ''minor''. Chapter 5 undertakes a similar pursuit but utilising an index to rank sizes. There are no large differences in score or in class, and there is a high degree of correlation between the index and the classification from the previous chapter. Chapter 6 explores event size vs. video game business model, finding that events associated to buy-to-play and free-to-play games have a larger size than events associated to pay-to-pay games. Chapter 7 analyses Overwatch and concludes that a switch to a free-to-play model would be beneficial for Overwatch, and for its associated esport Overwatch League. A number of recommendations are made as a result of the research undertaken. Better collection and organisation of data on esports would be beneficial for future research. A centralised governing body would help with a number of aspects in esports. More research could be undertaken into business models, into the implication of choosing one over another and switching between them. A research centre at the European level would also be beneficial, as would the growth of formal structures around esports and esports research

    An investigation on the consumer demand and behavior in video game live streaming

    Get PDF
    Abstract. Over the past decade, consumption of video games and popularity of eSports has risen gradually over time, which has led to the emergence of many new video game live stream services and their explosive use. The rise of new media, in which user interaction and socialization play a crucial role in influencing user behavior and demand has driven many organizations to begin actively advertising their offerings through video game live streaming platforms. Therefore, the purpose of this study is to make an investigation and gain understanding of what factors affect the overall demand and behavior of the users in video game live streaming services. First, this research approaches the topic by exploring the field of eSports from the perspective of experience economy theory to further understand from where the experience value of eSports consumers is formed. Secondly, the user demand and interaction were investigated thoroughly since they play a significant role in understanding the consumption of video game live streaming. Following this, the theoretical framework was developed by a comprehensive examination of past relevant academic articles, with the goal of presenting an accurate summary of the issues fundamental to the study. The study provides a qualitative empirical perspective on the subject. The empirical data of the study was gathered through semi-structured interviews with the streamers and active users of video game live stream services. The data was thematically analysed in order to evaluate, recognize and identify the fundamental features and issues associated with the phenomena under consideration. A significant portion of the insights from the theoretical framework used and conceived in this thesis were supported by the analysis of empirical data, which highlighted the importance of interaction and socializing elements in watching and consuming video game live streaming. Based on the theoretical and empirical data, a new framework was developed which in addition to factors of user demand, user interaction and platform impact now included external factors and communities which further affect the consumption and overall experience of the users in video game live streaming services. Furthermore, considerable evidence of both theoretical and managerial implications for organizations planning to market their offering in these services was emphasized

    At-Risk Students\u27 Perceptions of the Impact of Popular Culture and the Media on Their Lives.

    Get PDF
    This qualitative study is comprised of indepth interviews with 16 at-risk high school students. The students were asked to give reasons for their discipline problems in high school. They were also asked to give their perspectives on various forms of popular culture. Questions regarding television, movies, music, video games, and sports were posed to determine the participants\u27 interest level in each of the areas. The students were then asked to gauge how much these interests had taken away from their schoolwork. The students\u27 perceptions and life experiences were explored in depth via the interview process. In general, the lives of these students had been impacted in some way by some form of popular culture. There has been a tendency in recent literature to decry the influence of the media on today’s youth; this seems to be borne out by some of the statements made by these students. Throughout the interview process, they stated that their lives had been both positively and negatively influenced by their culture despite the beliefs held by many parents, teachers, and administrators that popular culture has a strong negative impact on their lives. The implications for the future include ways that educators can incorporate popular culture and the media into the curriculum effectively. Additionally, teachers, administrators, and parents need to gain a better understanding of how important popular culture is to adolescents and how they can combat its negative effects while keeping students interested in school

    Postcolonial Play: Encounters with Sport and Physical Culture in Contemporary India

    Get PDF
    Drawing upon the idea that India and the West are "tethered geographies" (Reddy, 2006), this dissertation project explores how the ongoing and dialogic relationship between contemporary India and the West is represented, experienced, and contested in and through the realms of sport and physical culture. With escalating rates of economic growth, a rapidly expanding middle class, and increasing international political clout, India is emerging as a global power while simultaneously defining itself as a postcolonial nation against, and in tandem with, the West. Utilizing a fluid theoretical vocabulary (Andrews, 2008) and employing mixed qualitative research methods that include participant observation and interviews, I examine how various sites of physical culture serve as points of meaningful exchange between India and the West. This project presents a necessarily partial and contingent understanding of the chosen sites, tempered by considerable reflexivity and self-awareness, as my own Self is intricately enmeshed in this work. The four distinct, yet related, empirical studies that comprise this project thus focus on the following: 1) the embodiment of gendered nationalism and male power as manifested by the Cheer Queens, a cheerleading squad supporting the Pune Warriors cricket team in the Indian Premier League, and the Great Khali, a professional wrestler from India who performs internationally for World Wrestling Entertainment; 2) the city of Delhi's efforts to (re)create itself as a "world class" metropolis by hosting the 2010 Commonwealth Games that resulted in spatial exclusion and the magnification of social inequalities; 3) changing body ideals amongst the young Indian middle class influenced by Western fitness practices and neoliberal discourses of healthism; 4) perceptions of authenticity held by Western tourists traveling to India to study Ashtanga yoga that reject the syncretic evolution of yoga and contribute to a construction of Otherness that continues to mark India and Indians as exotic, primitive, and poor. Also included is an "interlude" chapter centered on my personal experiences as a white, Western woman navigating the complexities of daily life in India and questioning the place of my own body within a context of fear, harassment, and assault
    corecore