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The study builts on Bateman and Schmidt’s (2011) and Tseng’s (2009) research on film as a form of “cinematographic document,” and continues their efforts to construct a semiotic mode of film. The author recognizes the complexity of undertaking research in the domain of semiotic discourse. This study argues that as film analysis is about ways of seeing and synthesizing different cinematic styles, strategies; learnt cinematic conventions and reflective viewing is imperative. The interaction of robust multimodal resources, well-defined analytic units, based on dependable models, and conducted through a discursive process should align to produce fruitful filmic discourse. The study premised on the assumption that film is more than a “self-enclosed signification system” but a crucial “cultural practice” that “reflect and inflect culture.” Taken together, this view underscores the importance and interactivity of cinema, culture and society. To this end, the study contributes to filmic meaning making, the New Hong Kong Cinema, and finally, the present study invariably serves as a form of “social document” or “cultural artifacts” in its exploration of Hong Kong ever changing identity, culture and moods.
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As technology evolves swiftly and consumers call for more customization, the study of interactive fashion design is increasingly emerging as a key topic within the fashion industry. The goal of this research is to investigate merging intelligent technology with apparel design, realizing functional enlargements and enriching the user experience by employing interactive design. Initially, this document examines key theories and ongoing studies in interaction design, intelligent textiles, and wearable tech, pinpointing the current research voids and difficulties. This section then presents a range of methodologies used in the study, encompassing literature review, case analysis, and interviews with experts, to thoroughly analyze and assess all facets of interactive apparel design. This document suggests a methodical design of interactive clothing, outlining the entire process from initial design to the creation of prototypes. The practicality and efficiency of the design methodology are proven by creating prototypes and conducting trials. Findings from the experiments indicate that interactive attire offers substantial benefits in terms of functionality, comfort, and user experience. The research offers both theoretical backing and pragmatic advice for designing interactive attire, while also highlighting paths for upcoming advancements in fashion technology. In conclusion, the document examines the shortcomings of the existing research and potential research paths, aiming to offer valuable guidance for advancing the development of clothing styling and wearable tech
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Virtual reality (VR), a computer-generated 3D environment, allows one to navigate and possibly interact, resulting in real-time simulation of one or more of the user’s five senses (M. Gutierrez et al., 2008; Vince, 2004). Despite its history through past decades, this technology has quickly developed recently. Virtual tours and spaces have been widely used in the education, arts, and rehabilitation industries. According to research, it has significant effects on mindfulness (improving mood), cognitive development (better learning ability), and embodiment (relieving pain and medical conditions). This thesis aims to identify the conditions for Macao's single-user experience to achieve mindfulness in virtual reality through immersion and interactivity. With their various definitions, this research uses the two spectrums on the levels of immersion and interactivity, conducts four experiment settings with Macao residents, and collects qualitative questionnaires and quantitative survey data. The four settings differ as they tackle different aspects: spiritual memory, historical memory, aesthetic appreciation, and meditation through concept. The analysed results were then evaluated to seek better conditions for the local community to achieve mindfulness by immersing themselves in virtual reality
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