2 resultados para The last word

em Dalarna University College Electronic Archive


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Uppsatsens syfte är att studera hur det filmiska tv-spelet The Last of Us (Naughty Dog, 2013) har designats för att framkalla emotionella responser med hjälp av en normalitetsmodell. Det går ut på att objektivt identifiera intensiva ögonblick som avbryter/förändrar ett normalitetsläge. Detta leder till fokus på tre huvudpunkter för att förstå helhetsdesignen: produktion av emotion i filmsekvenser, produktion av emotion i spelsekvenser och deras samspel. Spelsekvenser visar sig framkalla emotion när fiendekonfrontationer avbryter spelarens trygga utforskande och skapar spänning genom att utsätta spelare för risker under intensiva sammandrabbningar. Filmsekvenser i sin tur använder realistiskt animerade scener för att uppmärksamma ansiktens betydelse under emotionella scener, samt för att etablera protagonistens normalitetssträvanden och den emotionella risk den medför. Avslutningsvis utgör samspel mellan film- och spelsekvenser en balanserad tonöverföring mellan varandra genom att både överraska spelaren i övergångar och genom att förhålla spelarens beteende med protagonistens splittrade normalitetssträvanden.

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It always has been a need for the abiltiy to create color proofs. When an error occurs late in the production process, itis allways complicated and difficult to correct the error. In this project, digital proofs been made and discussions havebeen held with several people in the printing industry, in order to examine how well excisting digital proofs, meet thedemand of the market. And how close the digital proofs can come to the actual printsheat from the press. The study hasbeen shown that the one thing that has had the most influence on the outcome for the quality of a digital proof, is theprintshop operator’s knowledge about color management and proofing systems. Many advertising agencies in the graphicindustry think rasterised proofs are not necessesary and expensive. Therefor they prefer a cheaper alternative, whichdoesn’t show colors as well as the rasterised proof, but well enough to be content with it. There are a good awarenessconcerning lack of communication between printshop, reproduction and advertising agency. Advertising agencies thinkthat printshop rarely listen to what they have to say, while the printshop think that the advertising agency doesn’t understandwhat they are trying to tell them. The outcome of the printed proofs in this study can’t be representive for howgood digital proofs are conducted in regular basis in the industry. The divergence between the print press sheat and thedigital proof that was made was bigger than expected. This shows that implementation of ICC profiles in a color managementflow, not alone is the answer to making perfect digital proofs. There are so many other issues that has to be examined,like color management software, measure tools and correct color management module. In order to make a perfectproof, you have to look at the whole picture. In the end, the human eye finally has the last word on wheather theproof is good or not.