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Andrapersonsvy i film
Blekinge Institute of Technology.
Blekinge Institute of Technology.
2017 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

I denna undersökning har vi utforskat hur andrapersonsvy kan definieras och appliceras i film. Eftersom att definitionen för andrapersonsvy inte är etablerad, utgår vi ifrån spelindustrins definitioner av första- och tredjepersonsvy för att bilda en teori för hur det kan definieras. Denna utgångspunkt jämförs och förhålls mot användande av termerna första-, andra- och tredjeperson i grammatik, litteratur, narrativ och filosofi.

Med hjälp av undersökningsmetoden grundad teori, Donna J. Haraways teknovetenskapliga begrepp situerad kunskap och diffraktion, Karen Barads diskussion om diffraktion, samt Michael Pauens diskussion om intersubjektivitet, resonerar vi för hur andrapersonsvy kan definieras och appliceras.

Vi bildar en teori för hur andrapersonsvy kan definieras: Andrapesonsvyn är positionerad i ögonen hos personen som är delaktig i interaktionen/situationen med förstapersonen. Teorin anpassas därefter för applicerande i film: Andrapersonsvy positionerar kameran i ögonen hos den person som protagonisten interagerar med.

Utifrån teorin har vi skapat filmer med andrapersonsvy, och prövat andrapersonsvy i verkligheten. Vi har då sett hur andrapersonsvy påverkar och diffrakterar filmmediet, genom att ge en ny vy in i mediet.

Med denna undersökning finns mycket som kan utvecklas och förbättras med definitionen av andrapersonsvy, samt hur det kan appliceras.

Abstract [en]

In this research we have explored how second-person view can be defined and applied in film. Since there is no established definition for second-person view, we originate from the gaming industry’s definitions of first- and third-person view to form a theory on how it can be defined. This origin is compared and relativized to the use of the terms first-, second- and third-person in grammar, literature, narrative and philosophy.

With the use of the research methodology grounded theory, Donna J. Haraway’s technoscientific concept situated knowledges and diffraction, Karen Barad’s discussion on diffraction, and Michael Pauen’s diskussion on intersubjectivity, we argue for how second-person view can be defined and applied.

We form a theory on how second-person view can be defined: Second-person view is positioned in the eyes of the person involved in the interaction/situation with the first-person. The theory is then adapted to be applied in film: Second-person view positions the camera in the eyes of the person that the protagonist is interacting with.

From this theory we have made films with second-person view, and tested second-person view in reality. We then have seen how second-person view effects and diffracts the film medium, by giving a new view into the medium.

From this research, there is much that can be evolved and improved with the definition of second-person view, and how it can be applied.

Place, publisher, year, edition, pages
2017. , p. 53
Keywords [en]
Second-person, Second-person view, Intersubjectivity, Intersubject, Situated knowledges, Diffraction
Keywords [sv]
Andraperson, Andrapersonsvy, Intersubjektivitet, Intersubjekt, Situerad kunskap, Diffraktion
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:bth-14562OAI: oai:DiVA.org:bth-14562DiVA, id: diva2:1114082
Subject / course
ME1588 Kandidatarbete i Medieteknik, 30 hp; ME1588 Kandidatarbete i Medieteknik, 30 hp
Educational program
MEGDS Digital Games; MEGDP Digital Visual Production
Supervisors
Examiners
Available from: 2017-06-26 Created: 2017-06-22 Last updated: 2017-06-26Bibliographically approved

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf