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Auswahl der wissenschaftlichen Literatur zum Thema „Interaktiv storytelling“
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Zeitschriftenartikel zum Thema "Interaktiv storytelling"
Saputro, Godham Eko, Toto Haryadi und Dzuha Hening Yanuarsari. „Perancangan Purwarupa Komik Interaktif Safety Riding Berkonsep Digital Storytelling“. ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 2, Nr. 02 (31.08.2016): 195–206. http://dx.doi.org/10.33633/andharupa.v2i02.1207.
Der volle Inhalt der QuelleYusa, I. Made Marthana, und Fajar Wati Putu Yuliana. „Pengembangan Model Pembelajaran Huruf Hiraganadalam Wujud Cd Interaktif Untuk Siswa Kelas Iv Sd“. Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 2, Nr. 2 (08.07.2013): 110. http://dx.doi.org/10.23887/janapati.v2i2.9780.
Der volle Inhalt der QuelleParamitha, Anak Agung Istri Ita, Made Windu Antara Kesiman und I. Ketut Resika Arthana. „Pengembangan “Digital Interactive Storyteller” Berbasis Android Untuk Tunanetra“. Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 3, Nr. 3 (08.12.2014): 142. http://dx.doi.org/10.23887/janapati.v3i3.9824.
Der volle Inhalt der QuelleBopp, Matthias. „Storytelling und parasoziales Design als Motivationshilfen in Computerlernspielen“. MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 15, Computerspiele und Videogames (10.12.2008): 1–20. http://dx.doi.org/10.21240/mpaed/15_16/2008.12.10.x.
Der volle Inhalt der QuelleRirihena, Ribka Lemi. „GURU SEBAGAI STORYTELLER DI SEKOLAH DASAR“. PEDAGOGIKA: Jurnal Pedagogika dan Dinamika Pendidikan 8, Nr. 1 (21.04.2020): 63–72. http://dx.doi.org/10.30598/pedagogikavol8issue1page63-72.
Der volle Inhalt der QuelleAgustina, Vella Fitrisia. „Meningkatkan Kemampuan Berhitung Pada Anak Usia Dini Dengan Cara Storytelling“. JURNAL SPIRITS 10, Nr. 1 (15.01.2020): 65. http://dx.doi.org/10.30738/spirits.v10i1.6539.
Der volle Inhalt der QuellePrastawan, Rikat Eka. „THE PROCESS OF STUDENTS’ ESSAY WRITING THROUGH FLASH CARD AND STORYTELLING: AN IMPLEMENTATION OF INTEGRATED WRITING“. JEELL (Journal of English Education, Linguistics and Literature) 5, Nr. 1 (14.12.2018): 1. http://dx.doi.org/10.32682/jeell.v5i1.865.
Der volle Inhalt der QuelleRamdhani, Sandy, Nur Adiyah Yuliastri, Siti Diana Sari und Siti Hasriah. „Penanaman Nilai-Nilai Karakter melalui Kegiatan Storytelling dengan Menggunakan Cerita Rakyat Sasak pada Anak Usia Dini“. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 3, Nr. 1 (10.02.2019): 153. http://dx.doi.org/10.31004/obsesi.v3i1.108.
Der volle Inhalt der QuelleSujoko, Anang. „New Media 3.0: Merancang Model Pemberdayaan Komunikasi Politik yang Interaktif“. ARISTO 8, Nr. 1 (01.01.2019): 62. http://dx.doi.org/10.24269/ars.v8i1.2019.
Der volle Inhalt der QuelleSujoko, Anang. „New Media 3.0: Merancang Model Pemberdayaan Komunikasi Politik yang Interaktif“. ARISTO 8, Nr. 1 (01.01.2020): 57. http://dx.doi.org/10.24269/ars.v8i1.2261.
Der volle Inhalt der QuelleDissertationen zum Thema "Interaktiv storytelling"
Olsson, Angelique, und Husham Al-Sam. „Varumärkesidentitet på sociala medier: : Hur varumärken kan driva marknadsföringskampanjer med interaktiv storytelling“. Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37527.
Der volle Inhalt der QuelleBackground With the technological development, the concept of interac=vity hasbecome increasingly debated, not only in the produc=on of interac=vestories. Interac=ve storytelling is a rela=vely new area of research, whichhas opened a new way of running a marke=ng campaign. However, noresearch has been found regarding how an interac=ve marke=ngcampaign can be run and visualized, on social media. The study istherefore, considered significant for the development of a new approachfor businesses to interact with their target audience.Purpose The purpose of this study is to map out the process for how companiescan run and visualize interac=ve marke=ng campaigns, on social media.Method The study used design and crea=ve as a strategy, where the methods usedconsisted of a qualita=ve literature study, visual content analysis, threeweb surveys and prototyping. The methods have collected data throughan itera=ve approach. The selec=on of the visual content analysisconsisted of a total of 20 marke=ng campaigns with storytelling. Thesample for the web surveys consisted of the convenience sampling, wherethe sample consisted of 677 graphic designers.Results The result of the study indicates that it’s possible to create an interac=vecampaign using available poll func=ons on social media, where two to sixparallel ac=ons are made possible through vo=ng. Furthermore, the studyresulted in a prototype of an interac=ve campaign, with two parallelac=ons.Conclusions In conclusion the study resulted in the crea=on of a process map, with thepurpose of guiding companies to visualize and run interac=ve marke=ngcampaigns, on social media.
Widegren, Markus, und Josef Alin. „Augmented reality-markörer, deras utformning och platsbaserat berättande“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108228.
Der volle Inhalt der QuelleRegarding design of augmented reality markers and locationbased storytelling, there are several aspects to consider in order to create a deep and engaging user experience. There are various technical and communicative factors to take into account, for example: The markers must be specifically recognizable as markers while they also must be interpretable by image recognition in an augmented reality device. In the midst of this conflict lies a design challenge in which the aesthetic expression and storytelling must fit. This study was conducted as a qualitative case study where scenarios and prototypes have been developed based on theories of design principles for augmented reality and storytelling in different mediums. Design methods including brainstormning and idéa logs have been used in the developement. An interview with a potential stakeholder has partly formed the basis for the design work. The produced material has been evaluated through usability testing, observation and interviews with a number of test persons. "The Course of Nature" – a locationbased story with accompanying augmented reality markers – was developed as a part of the study. The experience consisted of image, sound, video and animation that brought the user through a suggestive story using GPS locations and markers. As a technical platform the augmented reality application Minnesmark was used. The evaluation showed the importance of how the technology should seamlessly integrate the different elements of the experience, that the markers are given seamfulness and importance in themselves so that they are relevant to the story and not just a technical tool, turning the technical limitations into benefits, that the aesthetic and communicative style is consistent across all parts, the markers, video, images and so on, in order to maintain the user's immersion.
Stenliden, Linnéa. „Visual Storytelling Interacting in School : Learning Conditions in the Social Science Classroom“. Doctoral thesis, Linköpings universitet, Lärande, Estetik, Naturvetenskap (LEN), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106885.
Der volle Inhalt der QuelleSyftet i denna avhandling är, att förstå hur teknik för visual storytelling kan vara utformad och användas i relation till samhällsorienterande undervisning i grundskolan (årskurs 4 – 6), men också hur sociala dimensioner, tekniska och andra faktorer skapar villkor för lärande i ett sådant undervisningssammanhang. I studien introduceras datavisualiseringsteknik för visual storytelling: ‘the Statistics eXplorer platform’, ett geovisual analytics. Den teoretiska referensramen har sin grund i ett social konstruktionistiskt synsätt Ett socio-kulturellt perspektiv används för att analysera social aktivitet, men även aktörnätverks teori används för att analysera både sociala och materiella aktörer. Avhandlingen bygger på tre empiriska material som genereras med hjälp av 16 lärare i samhällsorienterande ämnen, och 126 elever tillhörande fem olika klassrum i tre olika svenska grundskolor. Materialet innehåller: fältanteckningar ifrån introduktion av tekniken, fokusgrupps-intervjuer med lärare, ‘tänka högt’-intervjuer med elever och två sorters videoinspelningar ifrån klassrum (dels med vanlig videokamera och dels med mjukvara som spelar in aktiviteter på datorskärmen och elevernas aktiviteter vid datorn, liksom ljudet). Analysen visar hur lärare, elever, teknik, information, uppgifter, data-typer, etc. tillsammans, i nära samarbete i de studerade klassrummen, skapar mycket komplexa villkor för lärande. De läraktiviteter som uppstår i klassrummen där teknik för visuell analys inkluderas, erbjuder elever support att: hantera stora datamängder, bli delaktiga i olika läraktiviteter och uppnå olika utbildningsmål, men även andra sorters elevrelaterade mål. Därför kan tekniken sägas vara relevant för denna sorts undervisning. Vidare visar analysen hur komplexiteten tillsammans med elevernas uppfattningar av hur kunskap skall visas, skapar påtagliga ‘problem spaces’ i läraktiviteterna. Lärandevillkoren kan därför förstås som en klassrumspraktik som inte fullt ut överensstämmer med den introducerade teknikens erbjudanden för visuell analys. Därför efterfrågas en förändrad syn på didaktisk design och elevers kunskapsformering, vilket blir betydelsefullt för kunskapens kvalitet i förhållande till visuell analys.
Eriksson, Mats. „Ungdomars berättande : En studie i struktur och interaktion“. Doctoral thesis, Uppsala universitet, Institutionen för nordiska språk, 1997. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-14.
Der volle Inhalt der QuelleMörtsell, Lisa. „Should I stay or should I go? : Developing the Narrative model as a tool for game design“. Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149243.
Der volle Inhalt der QuelleCalander, Murray Jonas. „I skydd av rollen : Ideal och praktik i serviceboende för personer med psykisk utvecklingsstörning“. Thesis, Södertörns högskola, Institutionen för historia och samtidsstudier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29282.
Der volle Inhalt der QuelleSturesson, Albin, und Julia Hermansson. „Transmedialt berättande som marknadsföringsverktyg - En studie med deltagande design som arbetsprocess“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20233.
Der volle Inhalt der QuelleToday it is difficult for companies to engage the audience due to the content that is constantlybeing published. Transmedia storytelling allows the user to interact with the content and to passit through. The concept has become an effective marketing tool to interact with the target groupand to spread a companys’ information.Previous examples of transmedia storytelling are mainly applied on enterprises and largeproductions. Thus, the purpose is to explore transmedia storytelling as a marketing tool forsmaller organizations. It happens by practically designing a campaign together with STPLNwhere STPLN stand as an example of how it can be applied to a smaller organization.The thesis has used two qualitative methods - participatory design and focus groups.Participatory design is the primary method and has been used to include STPLN in the processdue to their knowledge which is of value for the campaign. The practical work has beenimplemented by the expertise from both parties, the organization and the authors of the thesis.The target group then evaluated the practical work through two focus groups.The result indicates that the transmedia storytelling campaign for STPLN should be designedbased on the aspects of active participation, collective intelligence, interaction and site specificstorytelling. Subsequently this may generate in spreadability of the campaign since it allows theuser to be its indirect marketer.
Larsson, Johanna. „Multimodala texter : En intervjustudie med lärare och elever i årskurs 1-3“. Thesis, Karlstads universitet, Institutionen för språk, litteratur och interkultur (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-78140.
Der volle Inhalt der QuelleOn a daily basis, students encounter multimodal texts both at school and at leisure. Digitization has led to a change in how texts are read and produced. In addition, digitization contributes to both opportunities and difficulties for both teachers and pupils. The purpose of this study is to find out how teachers and students work with multimodal narrative texts in the Swedish subject in grades 1—3 and what opportunities and difficulties exist in the work. Teachers´ and pupils' opinion on the work with multimodal narrative texts will also be compared with each other. The study is based on a sociocultural perspective which considers the multimodal narratives as constructs in a social context. To collect material to my study I use the method interview, the teachers are personally interviewed and the students are interviewed in groups. The results of the study showes that writing and image are the most common modalities. The grades work in slightly different ways, but all teachers use pictures to support students' understanding. Digital tools are used extensively in Swedish teaching, projectors are used in reviews and reports, computers are used as search engines and to produce text on, and iPads are used in the same way as the computer but also to record audio and film. Teachers plan what students should do while students plan what they want to write about. But it's not always easy to figure out what to write about. The teachers feel that many students have a lack of imagination which the students themselves notice.
Örulv, Linda. „Fragile identities, patched-up worlds : Dementia and meaning-making in social interaction“. Doctoral thesis, Linköpings universitet, Hälsa och samhälle, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11736.
Der volle Inhalt der QuelleThis thesis focuses on the identity work and the meaning- or sense-making that continue in the face of evolving dementia diseases, in social interaction, and the challenges for care this involves. The study adopts an actor-oriented approach and addresses the question of how persons with age-related progressive dementia diseases in everyday communication make sense of their situations, their surroundings, and their lives – all within the context of daily life in residential care. Of particular interest is how these persons handle issues of joint action in a shared world and how they establish and maintain an identity in the inte-raction. This is in spite of severe memory problems, disorientation in time and space, dif-fering understandings of the current situation, and difficulties in telling “accurate” and temporally ordered stories about their lives. The thesis also addresses the question of how caregivers may handle the complex interplay between residents in daily care, in maintain-ing and respecting these persons’ dignity. The study follows a growing tradition of studying interaction in dementia as mean-ing-based and situated in a context rather than merely as behavior caused by cognitive impairment. Methodologically, this is an ethnographic study based on observations made within a period of six months. The data consist of around 150 hours of video recordings and complementary field notes. This extensive material has made it possible to study the social interaction both in detail and situated in a larger context. The findings point to remaining competences and strategies that persons with demen-tia use actively and creatively in the ongoing interaction – and, given the premises, often in a rational way. This is discussed in terms of resources for dementia care, in relation to the great challenge of patching up and putting together a comprehensive socially shared world as well as maintaining continuity with the persons’ previous life histories in a way that preserves a positive self-identity.
Antelius, Eleonor. „Different Voices - Different Stories : Communication, identity and meaning among people with acquired brain damage“. Doctoral thesis, Linköping : Department of Medical and Health Sciences, Linköping University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18323.
Der volle Inhalt der QuelleBücher zum Thema "Interaktiv storytelling"
The new digital storytelling: Creating narratives with new media. Santa Barbara, Calif: Praeger, 2011.
Den vollen Inhalt der Quelle finden1951-, Aylett Ruth, Hrsg. Interactive storytelling: Third Joint Conference on Interactive Digital Storytelling, ICIDS 2010, Edinburgh, UK, November 1-3, 2010 : proceedings. Berlin: Springer, 2010.
Den vollen Inhalt der Quelle findenChris Crawford on Interactive Storytelling (New Riders Games). New Riders Games, 2004.
Den vollen Inhalt der Quelle findenInteractive Storytelling Second Joint International Conference On Interactive Digital Storytelling Icids 2009 Guimares Portugal December 911 2009 Proceedings. Springer, 2010.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Interaktiv storytelling"
Romero-Tejedor, Felicidad. „Das Kognitive – perspektivisch: Orientierung geben, Verstehen fördern, Interaktion ermöglichen“. In Visual Storytelling im Design Thinking, 59–144. München: Carl Hanser Verlag GmbH & Co. KG, 2021. http://dx.doi.org/10.3139/9783446468900.004.
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