As a Chinese filmmaker, I feel obligated to reveal a true story about Chinese international students. Through my subjects and my stories, I am planning to express the messages that both adapting to a new culture and paying the financial cost of a foreign education have never been simple, but we will never give up our dreams.
This thesis is a reception study that examines potential reasons why the adolescent to college aged demographic of youth culture is embracing communicative and informational mobility. The project attests that the move to mobility is motivated by two major factors, the attraction of being an early adopter of technology and the way social behaviors are made attractive in mobile marketing. Chapter 1 explores the importance of these social behaviors, as they are very much intertwined and contribute to how youth acclimate into society. Chapter 2 demonstrates that creating social distinction and cultural capital is linked to being an early adopter of technology. The remaining portion of the document examines recent mobile advertisements and why youth would be attracted to the aesthetic and thematic elements contained in the advertisements. Chapter 3 examines how Blackberry utilizes the behavior of creating and expressing identity in their advertisements. Chapter 4 focuses on how Apple has worked to create a community centered around their brand. Finally, Chapter 5 looks at how Google/Android has highlighted the acquisition, sharing, and utilization of content through the phenomenon of applications. With this project, I hope to illustrate the rationale why youth would be attracted to communicative and informational mobility.
This thesis film is an examination of my evolving perspectives and understanding of my Irish heritage as I travel to the city of Belfast, Northern Ireland. Through the course of a year and a half, I traveled to Belfast to explore the modern state of the sectarian conflicts between the Catholic and Protestant communities. Through the use of personal reflection, historical research, interviews with local residents, and on-location experiential learning, I began to learn not only about the modern state of Belfast and its economic and social climate, but also about the complexities of personal cultural identification and the concept of “truth” and “mutual guilt” when associated with acts of violence. With the use of the short documentary as the medium of choice, I am able to relay to audiences not only my own personal reflection of identity and history, but then allow them to reflect on their own perspectives as well, helping to create sincere moments of personal thought and reflections.
This film examines the phenomenon of a family divided by the U.S.-Mexico border. Saul, the head of the family, migrated north in search of a better life for his wife and children while they stayed behind in Mexico. Not having the documents to cross the border has resulted in being apart from his family for more than ten years. This is a story about separation, pain, and the ultimate sacrifice a family makes as a means of survival.
The purpose of this research study is to analyze mental health related content on the three network affiliated stations in Las Vegas, Nevada. Online web stories from broadcast stations are analyzed in terms of the content and tone. These areas of analysis relate directly to the mass communication theories agenda setting and framing. Historically, mental health news reports have included content and tone that together can potentially create and further stigmatizing sentiments about those with mental illnesses. This study utilizes a chi square test to determine if a relationship exists between the three network affiliated stations, four a priori coded mental health content categories, and a rating of the overall tone using a value dimensions scale. Supplemental analyses include frequency evaluations of what has been called “people-first” versus “non-people first” language. By analyzing mental health related content at these three stations in the Las Vegas market this study aims to add heuristic value to the study of mental health reporting in broadcast news. This study will allow for additional research to further test relationships between stations, content, and tone in the Las Vegas and other news markets. Ultimately, this study provides analysis and discussion of the important role of agenda setting and framing in the news industry as it relates to the coverage of mental health related content.
Into the Canyons is a documentary short that provides an intimate portrait of two volunteer Wilderness Rangers working and living in Zion National Park in Utah for a summer. Sarah dreams of being a Park Ranger for the National Park Service, but must wait till she earns US citizenship. Working in an office, Allen wants a change in lifestyle. Together they explore the Wilderness and learn what it means to be a Park Ranger.
The Middle East conflicts between Palestine and Israel are long-term, ongoing and wide-ranging. Kicking All Odds is an observational documentary that explores women football players from Palestine – both Christian and Muslim girls – who play together and forge a team despite all the hardships they face.
The purpose of this thesis document is to explain the process of making the documentary film, No Quarter: The Story of the New Orleans Greys. The document is organized by having the prospectus and the film proposal at the beginning, with the body describing how the film was made based on the prospectus. The purpose of the film is to tell the history of a unit of volunteers in the Texas Revolution, the New Orleans Greys. The document describes the methods used to make the film and how it will be distributed to the intended audience. As the thesis explains, the film changed slightly from the prospectus, however the resulting film was successful in telling the history of the little-known New Orleans Greys.
This documentary film follows the group NoiseFold as they rehearse and perform their unique style of interactive video art before an enthusiastic audience. Originally hailing from the vibrant art community in Santa Fe, New Mexico, founders David Stout and Cory Metcalf return home to prepare for a special performance along with the addition of collaborator and cellist, Frances-Marie Uitti. Shot in black and white, the film aesthetically borrows from early cinema and incorporates a blend of cinéma-vérité and direct cinema styles for the purposes of creating a film that is both visually and sonically rich.
Overcapacity is a self-reflexive, personal journey film that explores the filmmaker's exploration of his lifelong problem with obesity and health. The film follows his progress as he discusses his weight problem with his partner and parents as well as works with a personal trainer and doctor in an effort to affect a lifestyle change while also confronting issues that have led to and perpetuate his current health situation.
The original works of copyright holders included tangible creations, as music written on a page, thereby, extending copyright protection to songwriters and music publishers. Until 1995, absent from U.S. copyright law was protection for copyright owners of intangible sound recordings. the Performance Rights Act (PRA) seeks to amend the US copyright law in order to grant copyright holders of sound recordings the right to performance royalties from terrestrial broadcast radio. If passed, the legislation would be unprecedented in the United States. the PRA has implications for broadcast radio, record labels, and performing artists. This study includes historical and legal perspective of previous attempts at legislation of this nature and predicts outcomes of current legislation.
This thesis provides an investigation of how gender stereotypes affect the narrative, mechanics, and experience of three different console based video games (Venetica, WET, and Velvet Assassin) with female protagonist. Each game is addressed within separate case study chapters and discusses how gender is integrated and intertwined with each narrative structure, image representation, and interactivity. Further analysis is provided in each case study as gender is addressed across several parts of each game, beginning with the female protagonist’s role as hero, her representation throughout the game (i.e. body image, attire, and weapons), and the game play experience. In conclusion, this thesis shows that the protagonist gender within a video game does affect the game in its entirety. More specifically, all three female heroines discussed in this thesis showcases stereotypes associated with the dominant sexual representation of female video game characters, as well as similar traditional feminine and masculine stereotypes associated with heroines in film and television. This provides for rather problematic representations of female heroes, alone with the games designed for them which are equally as stereotypical in their narrative, mechanics, and game play.