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Browsing Comparative Media Studies by Title

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Browsing Comparative Media Studies by Title

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  • 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. ...
  • 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 ...
  • 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 ...
  • Drzaic, Kristina Lynn (Massachusetts Institute of Technology, 2007)
    Secrets are a ubiquitous part of contemporary videogame design, yet are largely unexplored within academic discourse and often dismissed as extras. I contend that secrets play a fundamental and influential role within a ...
  • Fernández-Vara, Clara (Massachusetts Institute of Technology, 2004)
    In addition to being a keyfigure in the history of filmmaking, Orson Welles was an original theatre director and radio performer and producer. The aim of this thesis is to study Welles' achievements and failures in theatre, ...
  • Weeks, Erin Maureen (Massachusetts Institute of Technology, 2013)
    This is the story of an invasive species and one man's quest to eradicate it. The Nile monitor lizard (Varanus niloticus), smaller cousin of the famed Komodo dragon, grows into six feet of carnivorous, ill-tempered muscle. ...
  • Schirra, Steven M. (Steven Michael) (Massachusetts Institute of Technology, 2013)
    In light of calls that civic participation is declining, efforts are underway to replace outdated, unproductive forms of citizenship. With the majority of Americans now connected to the Internet, community leaders see the ...
  • Rauch, Peter E. (Peter Edward) (Massachusetts Institute of Technology, 2007)
    Despite an increasingly complex academic discourse, the videogame medium lacks an agreed-upon definition. Its relationship to previous media is somewhat unclear, and the unique attributes of the medium have not yet been ...
  • Sidhu, Sonny (Massachusetts Institute of Technology, 2013)
    Many of today's most popular single-player videogames contain short, semi-interactive sequences of tightly scripted, visually spectacular action gameplay, which-despite being generally unrepresentative of a game's 'normal' ...
  • Li, Zhan, 1979- (Massachusetts Institute of Technology, 2004)
    The US Army developed multiplayer online First Person Shooter video game, America's Army, was examined as the first instance of an entirely state-produced and directed enterprise leveraging video game popular culture. ...
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