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Browsing Comparative Media Studies by Title

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Browsing Comparative Media Studies by Title

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  • Lé, Lan Xuân (Massachusetts Institute of Technology, 2009)
    In an age of globalization, texts increasingly migrate not only out of their native medium, but their native countries as well. Within the East Asian region, a booming television program trade circulates television texts, ...
  • Das, Abhimnanyu, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2009)
    The Amar Chitra Katha (ACK) series of comic books have, since 1967, dominated the market for domestic comic books in India. In this thesis, I examine how these comics function as public culture, creating a platform around ...
  • Zhang, Jia, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2013)
    Information visualizations are an important means through which we communicate knowledge. By considering visualizations as data-driven narratives, this thesis uses narrative thinking as an orienting concept to support the ...
  • Danziger, Michael (Michael J.) (Massachusetts Institute of Technology, 2008)
    The design of information visualization, defined as the interactive, graphical presentation of data, is on the verge of a significant paradigm shift brought on by the continued maturation of the Information Age. Its ...
  • Begy, Jason Scott (Massachusetts Institute of Technology, 2010)
    As cultural artifacts, abstract games offer unique challenges to critical interpretation. This is largely due to the fact that such games lack a fictional element: there are no characters, no settings, and no narratives ...
  • Huang, He, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2007)
    This thesis attempts to look at how Chinese animation cinema has evolved over the years and how the Chinese nation is being constructed and contested through animation filmic texts and animation filmmaking practices as ...
  • Klink, Madeline LeNore (Massachusetts Institute of Technology, 2010)
    The emerging field of fan studies has, until recently, been defined only by the research that has taken place within it. Almost universally, this research focuses on self-identified fans. However, scholars are beginning ...
  • Hirji, Zahra R. (Zahra Rafik) (Massachusetts Institute of Technology, 2013)
    One of Hawaii's most dangerous natural hazards is sitting in plain sight: Mauna Loa volcano. The mighty mountain makes up more than fifty percent of the island and is the largest volcano on Earth. Since 1843, when people ...
  • Mandel, Susannah (Massachusetts Institute of Technology, 2003)
    An examination of the changing representation of male homosexuality in American superhero comics between the years 1986 and 2003. The thesis gives some theoretical attention to problems of epistemology, and the uses of ...
  • Roy, Daniel, S.M. Massachusetts Institute of Technology (Massachusetts Institute of Technology, 2007)
    What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access ...
  • Bruzek, Alison K. (Allison Kim) (Massachusetts Institute of Technology, 2013)
    In 2002, following the September 11th attacks and the anthrax letters, the United States allocated money to build two maximum containment biology labs. Called Biosafety Level 4 (BSL-4) facilities, these labs were built to ...
  • Nadeau, James A. (James Andrew) (Massachusetts Institute of Technology, 2006)
    On March 23rd 1969 Boston's public television station WGBH broadcast a program titled The Medium is the Medium. The program was a half-hour long compilation of short videos by six artists. The six pieces ranged from ...
  • Epstein, Michael, 1969- (Massachusetts Institute of Technology, 2004)
    How can concepts from literature and technology design combine to create new forms of storytelling on mobile devices? This paper examines the theory and practice of bringing literary techniques into mobile technology design. ...
  • Zhong, Lingyuxiu (Massachusetts Institute of Technology, 2014)
    In the early twentieth century, the emergence of national market and maturation of color printing technologies brought a revolution in advertising. Consumers received and collected many colorful advertising images and ...
  • Lui, Debora A. (Debora Ann-Ling) (Massachusetts Institute of Technology, 2008)
    What is Chinatown? Is it an imaginary construct, a real location, or a community? Is it an ethnic enclave only available to insiders, or a fabricated environment designed specifically for tourists? This thesis attempts to ...
  • Lipshin, Jason Martin (Massachusetts Institute of Technology, 2014)
    Ubiquitous computing (aka "ubicomp") describes the process of embedding computation into everyday things. From smart toasters and smart shoes to smart toys and smart buildings, ubicomp describes user experiences which are ...
  • Dougherty, Audubon McKeown (Massachusetts Institute of Technology, 2010)
    The ubiquity of camera phones, coupled with the increasing mobility of citizens and the rise of digital production as an embedded technosocial practice, is creating incentives for many people around the globe to engage in ...
  • Wendel, Evan Landon (Massachusetts Institute of Technology, 2008)
    This thesis explores the evolving nature of independent music practices in the context of offline and online social networks. The pivotal role of social networks in the cultural production of music is first examined by ...
  • Lombana Bermudez, Andres Alberto (Massachusetts Institute of Technology, 2008)
    This thesis argues that slapstick is a mode of comedy that has become a tradition because its basic principles of physical violence and disruption, and its conventions of grotesque movement and of mockery and abuse of the ...
  • Kolos, Hillary (Hillary Anne) (Massachusetts Institute of Technology, 2010)
    The recent increase in digital gaming players and platforms does not imply that digital gaming is as inclusive as it could be. There are still gaps in participation that, if left unaddressed, will exclude groups who have ...
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