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2019 (11)

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Dissertation
The Interactive Movie Game: the paradox of choice and the exercise of control
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Letteren

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This thesis aims at researching how the paradox of choice and the exercise of control are represented in the video game genre called the Interactive Movie Game. This is a choice-based video game with a focus on narrative instead of gameplay. By making choices during dialogue, interacting with the environment, objects and other characters the player is able to influence the development of the story, and eventually the outcome. We live in an era where people seem to want more control, but how much control does the player actually have? This is useful to study because video games are becoming an important part of our culture. Particularly the Interactive Movie Game is interesting, due to its rising popularity and positive response by gamers as well as non-gamers. Therefore, this research also takes a look at its target audience. The Interactive Movie Game has been called by many names and lacks a clear definition. Therefore, this thesis starts by giving it a definition and meaning, with a special focus on its key elements and evolution. By doing a literature review on interactivity and narrativity, two of its main key elements that do not match very well, it will become clear how this genre of video games tries to get the most out of both of them. It can also be concluded that these games aim to have a high replay value and can be situated between a movie and a game, as they combine the interactivity of video games with narrativity and visuals of movies. Afterwards the reasons to play these kinds of games will be studied as well as its value as entertainment media. After creating a theoretical framework of the Interactive Movie Game this thesis studies existing theories on the butterfly effect and the paradox of choice. It is interesting to see how popular culture adapted the butterfly effect in the wrong way and how two of the case studies refer to it constantly. In the next chapter the target audience is studied. We start by looking at different genres of video games, where it can be concluded that Narrative Games are not frequently among them. Therefore, a new list is created. This is complemented by a brief part about how females are represented in video games and what both male and female players search for in video games in general. In the last chapter the first scene of three case studies is analysed in order to attempt to answer the main question. Making choices, gameplay, visuals and target audience are studied in the analysis of three video games: Until Dawn, Life is Strange, Detroit: Become Human. All three of them have specific traits that lend themselves perfectly towards this study. One of the most important discoveries is that the results will show that the player has not as much control as appears to be.

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Dissertation
The Representation of Migration in European Cultural Heritage
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Letteren

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The inclusion of migration into European heritage and the contributions and voices of the “non-European” migrants plays a crucial role in ending the exclusion and the discrimination of minorities that are part of European past and present. However, many questions remain to be answered in the way this inclusion in European cultural heritage should be implemented in order to foster positive feelings towards minorities. With this thesis I will join this debate by trying to formulate some practical guidelines that may be useful for practitioners working in the heritage field. By taking into consideration the various attempts of European cultural institutions to put forward a shared European heritage and identity; namely, the House of European History and Europeana. I will try to understand whether the ‘Europeanisation’ of history is taking place in a way that does not only promote EU integration but the integration of Europe’s minorities as well into European cultural heritage. The main question that I will try to address is then the following: How is migration represented in the European cultural heritage? In order to answer this question I will: a) do a literature review on the most recent academic research to understand the challenges, needs, and opportunities faced by curators, policymakers and those working in the heritage field that arise from the changing social landscape; b)analyse the HEH and Europeana in order to understand the representation of migration in European cultural heritage; c) put forward some practical guidelines for those working in the heritage field that will be derived by both the literature review and analysis of the two case studies.

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Dissertation
Ethics and Values of Co-Creation practices in the Cultural Heritage sector
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Letteren

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This research paper started off as a very specific practical exercise on how to conceptualize and develop an operational template or playbook offering a methodology and guidelines on co-creation workshops within a digital exhibition design. This model was to support the 2019-2020 European project: “REvivEU”, and to be included in its evaluation report. Ultimately this study, because the project been still at its debut launch, evolved to a broader reflection on the practices and values of co-creation as the new emerging strategy for social change and innovation within the European Cultural Heritage context. This research has the triple aim of, first: propose a short contextualization of co-creation, by exploring its antecedents as well as its modern interpretations. Co-creation appearing as the strategy (or as we'll see “transformative process”) in participatory design and museum learning, which demonstrates how a broader perspective drawn upon different disciplines can help deliver a more sustainable and ethical approach within Cultural Heritage; second: present crowdsourcing as a key tool for social inclusion and innovation within the development of co-creation projects. With a quick survey and exemplification of two existing and current crowdsourcing projects: “Europeana 1914-1918” and “Kaleidoscope”; and third: besides a review on extent literature on co-creation and crowdsourcing (the foundations of a theoretical framework having been already laid in several research papers), this research has one main contribution, opening a reflection with starting point a discussion on the case study: the co-creation project “REvivEU” (pointing out its qualities and limitations); which will lead us to reflect on europeanization, the making of a European Cultural Union. The resulting overview will help us position the value of cultural heritage and the implication of its institutions in this process of establishing a European identity.

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Dissertation
How to be a Digital Humanist on YouTube? YouTube as a research and dissemination tool for Digital Humanities
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Wetenschappen

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This thesis paper is an exploration of Youtube, the world’s largest video sharing platform, as a dissemination channel and a research tool for digital humanities. I start by highlighting the potential of this massive video-sharing platform. The subject is then approached by focusing on two different but related areas. The first being, dissemination, and how Youtube can be used to encourage researchers to become content producers and promoters of their own research. The aim here is to explore previous literature in this domain as well as provide tools to help researchers become part of Research 2.0 or the ‘open science movement’. This movement is grounded in the belief that “scientific knowledge of all kinds should be openly shared as early as is practical in the discovery process” (Nielsen, 2011). The literature pertaining to this section also highlights the benefits of embarking on such a journey. The second part explores Youtube as a corpus, database or hub with big data. Upwards of 400 minutes of video are uploaded to YouTube every single minute (Susan Wojcicki, 2015). I will explore tools that can facilitate the process of looking at Youtube’s wealth of data. Youtube as a repository of mostly video content is interesting because identifying data in video content is still an emerging field. In this paper, alternative ways of navigating and identifying video content for research purposes will be explored by highlighting the different tools and features of the platform itself as well as other available tools that can help with extracting data from youtube. Keywords: YouTube, Digital Humanities, Research 2.0, dissemination channel

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Dissertation
Culturele problematiek door afslanking van de provincies. Gevalstudie Limburg.
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Letteren

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De interne staatshervorming van 2014 zorgde voor een afslanking van de provincies. Concreet betekende dit dat de provincies niet meer bevoegd zijn voor persoonsgebonden aangelegenheden, waaronder cultuur. Waarom is deze afslanking zo problematisch voor Limburg? Deze vraag staat centraal in mijn onderzoek. Limburg is al jaren een (cultureel) achtergestelde regio. In rampjaar 2016 haalde ze slechts 2,49% van het Vlaams subsidiebudget voor kunsten binnen. Door te achterhalen welke culturele geschiedenis België, Vlaanderen en Limburg hebben doorlopen kunnen we de huidige toestand begrijpen. Vervolgens wordt in deze thesis besproken welke mogelijkheden het nieuwe decreet bovenlokale cultuurwerking kan bieden. Tot slot laat onderzoeksmateriaal zien hoe de Limburgse cultuursector haar malaise structureel kan aanpakken.

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Dissertation
How Do Museums Develop a Sustainable Business Model Through Retail Merchandising? A Case Study of the Palace Museum
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Letteren

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When visiting a museum, it has become an unofficial ritual for visitors to stop by and wander around the museum shop in order to complete the visiting experience. Museum shops can be found in museums of different sizes, themes and nationalities --- they have become a ubiquitous yet often taken-for-granted phenomenon when it comes to museum management. Some consider museum merchandising to be the result of commercialization in the cultural world, others see it as an opportunity for museums to gain more financial independence while exploring the potential of museums’ IP. Nevertheless, the development of museum merchandising often occurs in a perfunctory setting compared to, for instance, the curating of exhibitions or the making of efforts to appeal to public funding by the majority of both museum managers and scholars of museum and tourism studies. The potential of museum merchandising, although attractive enough on its own so at to increase attention from both parties, remains an enigma to a certain extent. The business model in which museums are highly dependent on subsidies prevails in most museums in the Western world. At the same time, the Palace Museum in Beijing, along with numerous other Chinese cultural institutions, has been attempting to establish a business model with a larger focus on creative merchandising under the initiative of a recently issued Chinese cultural policy (2016). In the case of the Palace Museum, significant revenue growth can be observed subsequent to the transformation of its merchandise design and marketing strategies. The Palace Museum’s impact on among youngsters in the cyber world also witnessed a notable expansion as a result of its social-media-oriented communication strategy. Through the development of its merchandise, the Palace Museum allegedly achieved two accomplishments: obtaining more financial independence, and attracting a more dedicated and younger audience, which happen to be two of the aims of many similar museums. In order to address the potential role of museum merchandising in developing a balanced museum business model, this thesis and its case study are designed to examine the previous studies on museum merchandising as well as to discuss the Palace Museum’s reformed business model and the role which merchandising performed in it. The conducted research includes an academic literature review of museum merchandising studies, a business model analysis and (comparative) analyses of the Palace Museum’s merchandise. Through its research, this thesis aims to explore the possibilities available to museums in the development of a newly balanced business model through creative retail merchandising.

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Dissertation
Virtual Influencers: The agency of non-human influencers on Instagram
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Year: 2019 Publisher: Leuven KU Leuven. Faculteit Letteren

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Instagram has become an important tool that enables people to not only connect with friends but also to promote products or services as well as introduce new ideas. Due to the photo-based nature of this platform, the majority of posts contain photographic images, however, computer-generated content is being shared via this channel too. The research objects of this thesis are computer-generated Instagram influencers Shudu, Miquela Souza, and Noonoouri. We will investigate the agency of these digital avatars by mainly focusing on three aspects, namely Instagram, fashion, and photography, that create conditions for virtual beings to exert influence. The work is divided into four chapters, the first three are designed to give the framework for examining the selected three cases. In the first chapter, we will draw attention to the development of photography so that we could put the emergence of virtual characters in the context of technological development. The remediation of old technology is discussed as well as the notion of post-photography. The second chapter is focused on examining Instagram itself, trends and debates that shape this social media platform. The third chapter draws attention to cyberspace and introduces concepts as well as examples of other virtual characters that thrive in digital environments. Lastly, in the fourth chapter, we introduce Shudu, Miquela, and Noonoouri, their creators and agencies behind these projects. Moreover, their similarities and difference are examined in order to identify common strategies for reaching out to people and to discover the unique features of each virtual influencer. Virtual influencers are not a mere means to sell products but are complex creations that define the value of the content put forward by their creators. This thesis suggests that digital avatars’ agency surpasses the intentionality of people managing their accounts.

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Dissertation
Publiekswerking in tijden van digitalisering: het museum

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Deze thesis had als doel een onderzoek te voeren naar de verwachtingen, bezorgdheden en strategie voor de inzet van digitale tools en communicatiemiddelen in de publiekswerking van musea. Eerst werd via een literatuuronderzoek in kaart gebracht waarom musea digitaliseren. In de eerste plaats moeten collecties duurzaam gemaakt worden, opdat ze zo lang mogelijk en in de beste omstandigheden kunnen bewaard worden. Daarnaast is beschikbaarheid, en de daaruit voortvloeiende inclusie en integratie van verschillende en nieuwe doelgroepen in het museum, een belangrijk onderdeel van het vraagstuk rond digitalisering. De kern van deze thesis was een survey bij de twintig meest bezochte musea van Vlaanderen en Brussel. De resultaten geven een eerste beeld van de graad van digitalisering in Belgische musea. Deze resultaten werden in een volgend hoofdstuk vergeleken met Europees onderzoek. Daaruit blijkt dat er een discrepantie is in de opstelling van een digitaliseringsbeleid tussen de Vlaamse en Europese musea. De Belgische musea spreken over een gebrek aan eenduidige visie en budget, en gebrek aan steun van bovenaf. Vervolgens werden de resultaten uit de survey getoetst aan de visienota ‘Een Vlaams digitaliseringsbeleid in het digitale tijdperk’, die de Vlaamse regering opstelde. Hoewel de visienota een leidraad zou moeten bieden op lange termijn voor de Vlaamse overheid en de culturele sector, wordt de nota niet als realistisch ingeschat. De musea hebben te weinig middelen voorhanden om digitalisering volledig uit te werken naar de normen van de visienota. Ze missen ook een visie en een eigen digitaliseringsbeleid, en hebben vaak personeelstekort om de digitaliseringsactiviteiten uit te voeren. Een interview met Hans van der Linden, de ambtenaar die deze nota (mee) heeft opgesteld, gaf verder inzicht in deze vaststelling. De musea missen volgens van der Linden ook zelf een deel inzicht en visie omtrent digitalisering. Het is dan ook erg belangrijk om deze in de toekomst af te stellen op elkaar. Er moet meer samenwerking zijn tussen de verschillende instellingen opdat ze van elkaar zouden leren, maar ook tussen de culturele instellingen en innovatieve partners.

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Dissertation
EU’s external cultural diplomacy vis- à-vis Japan The Implementation of European External Cultural Policy by the EU Delegation to Japan compared to the External Cultural Policy of Germany

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Presently, culture is seen as a crucial aspect to be included into EU’s foreign policy. Since the Treaty of Maastricht (signed in 1992, enforced in 1993) is culture mentioned in EU primary law and the EU gained supplementary competences in regards to culture. This means that the EU is entitled to support the cultural actions of EU member states. With the Treaty of Lisbon (signed in 2007, enforced in 2009) the EU is empowered to include culture in their external actions. The EU Delegations, which is sometimes informally called ‘EU Embassies’, have the authority to present and represent the EU in third countries. This research analyses how the EU uses these abilities to be an agent in the cultural field outside of the EU and through which channels and activities they can implement their policy aims. Therefore, the actions of the EU Delegations to Japan are examined. With the inclusion of the actions of the Germany Embassy in Japan, the challenges of the institutions can be compared, but also how they interact and complement each other. In the course of the research it becomes clear that besides the EU Delegation and the national embassy, other agents such as EUNIC and national cultural institutions play an integral role in European cultural representation and policy implementation. To understand and make the interaction between the various actors tangible, the principal-agent theory is used. This theory states that ‘principals’ are giving up some of their power and delegate it to the ‘agent’ in order to save resources and to get a better outcome, since the ‘agent’ is an expert in a specific area. Because the EU’s authority to act alone in the external cultural field is limited, the principal-agent theory has to be modified to explain the complex situation of EU’s external cultural policy arena of multiple stakeholders. The research shows that the EUD to Japan and the German Embassy take the implementation of cultural policies serious and are constantly researching for channels to reach the wider audience and public in Japan. The network and knowledge of EUNIC and national cultural institutes have to be taken into account while discussing this topic, since they are the specialist within the field of culture and also have the mandate to implement cultural relations in third countries. Understanding the multiple levels in which cultural policy is implemented is necessary to be able to strategically unveil pitfalls and to improve them efficiently. This thesis wants to bring awareness and understanding of the complex situation of EU’s multi-level governance in the case of culture. Culture is not the area in which the EU has only supplementary competences, therefore it is necessary to initiate academic discussion and future research to continue building theoretical frameworks.

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Dissertation
Ludiciteit met de L van Literatuur: De visual novel als modern narratief medium

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De visual novel is een uit Japan afkomstig narratief medium dat lang slechts bij een relatief niche publiek bekend is. Bijgevolg is er voor het verschijnsel ook weinig academische interesse, en verbazingwekkend genoeg al zeker vanuit de literatuurwetenschap. De visual novel is echter een verhaalvorm die aan populariteit blijft winnen en intussen een publiek van miljoenen heeft. Omdat er nog geen onderzoek is gedaan naar de visual novel als genre, is het eerste doel van deze masterproef het vastleggen van een correcte en uitgebreide definitie van de visual novel. Bovendien is er veel onduidelijkheid over tot welk narratief medium de visual novel precies toebehoort: is het videospel, geschreven proza, of iets nieuws? Met de antwoorden op beide vragen kan er een basis gelegd worden voor later onderzoek naar het onderwerp. Om deze vragen te beantwoorden, worden eerst de narratologie en ludologie bestudeerd, die beiden het videospel onderzoeken en dus aanspraak maken op de visual novel: de narratologie omdat die alle soorten vertellingen op zich neemt, de ludologie omdat die videospellen in al hun opzichten bestudeert. Uit hun literatuur blijkt dat de vrijheid waarmee de speler met een videospel interacteert het videospel tot een uniek verhalend genre maakt. Bij visual novels is de interactiviteit echter beperkt, maar heeft ze wel altijd een belangrijke rol in het verhaal. In het tweede onderdeel van de thesis wordt de visual novel in al zijn aspecten gedefinieerd. Eerst is er aandacht voor de lange geschiedenis van de visual novel, die in 1980 begint. De geleidelijke evolutie van avonturenspel tot verhaalgerichte visual novel wordt toegelicht aan de hand van de belangrijkste gebeurtenissen in de geschiedenis van de visual novel. Daarna worden de belangrijkste kenmerken van de visual novel besproken, waarvan de typische samenstelling van het beeld en de niet-lineariteit van het verhaal de belangrijkste zijn. Ook worden de belangrijkste ‘subgenres’ van de visual omschreven, en wordt er van elk nagegaan of ze daadwerkelijk als type visual novel beschouwd kunnen worden binnen volgens de eerder opgestelde definitie. In het voorlaatste onderdeel van de paper wordt de visual novel aan de hand van een vergelijkingsmatrix vergeleken met zijn twee nauwst verwante narratieve genres, namelijk het geschreven proza en het videospel. Uit de matrix blijkt dat de culturele perceptie van de visual novel niet helemaal correct is: de visual novel leent inderdaad veel elementen uit het videospelgenre, maar die elementen blijven vooral beperkt tot formele aspecten, op de aanwezigheid van interactieve elementen na. De vertellingen van visual novels, daarentegen, zijn gelijkaardig aan die van geschreven proza en zijn in principe op een gelijkaardige manier te analyseren. Door het combineren van kenmerken uit sterk verschillende genres is de visual novel een nieuwe, hybride literair genre. Ten slotte worden alle vorige segmenten uit het onderzoek samengebracht in een gevalsstudie, die niet enkel bewijst dat de eerder opgestelde definitie van de visual novel accuraat is, maar ook dat de visual novel verhalen kan vertellen die niet door andere narratieve media verteld kunnen worden. De visual novel is dus een jong literair genre dat meer dan rijp is voor academische aandacht.

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