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1

Frigo, Angelica. "Analisi e predizione dell’evoluzione di un ecosistema narrativo: il caso delle serie tv dei Marvel Studios." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25284/.

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L’elaborato si propone di osservare i nuovi prodotti seriali dei Marvel Studios – considerati tasselli dell’ecosistema narrativo del Marvel Cinematic Universe – attraverso diversi approcci. L’obiettivo è quello di sottoporre questi prodotti a diverse tipologie di analisi, al fine di ottenere un set di dati su cui basare la loop analysis, così da formulare un modello previsionale per i prossimi prodotti Marvel basato non su congetture intuitive ma sulle informazioni raccolte. Si osserveranno: la ricezione dei prodotti – attraverso i voti assegnati dagli spettatori e una sentiment analysis delle recensioni –, l’andamento narrativo tramite codifica, la struttura interna delle narrazioni e il network di personaggi all’interno di ciascuna serie sfruttando text e social media analysis, per formulare infine, in base ai dati raccolti, il modello previsionale tramite loop analysis.
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Gros, Niko, and Alexander Hägg. "The Rhizo-narrative : Ett nytt fält för narrativa nätverk." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16488.

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The Rhizo-narrative är en undersökning som handlar om att kombinera rhizomatik med narrativa strukturer inom datorspel. Vi vill veta hur rhizomatik som verktyg för narrativ påverkar datorspel. Detta uppnår vi genom lekfulla experiment och koncept. Denna text går igenom vårt syfte med arbetet, varför vi har valt att jobba med dessa begrepp, hur vi jobbar med dessa begrepp och vilka resultat vi har fått av arbetet samt en utförlig diskussion kring våra resultat, problem och framtida tankar kring rhizmatiska narrativ för datorspel.
The Rhizo-narrative is an investigation about what happens when you combine rhizomes with video game narrative structures that researches and documents the process. We want to know how rhizomes affects video game narratives when used as a tool for developing the narrative itself. We achieve this through creative experiments and concepts.   Within this text we go through the purpose of our project, why we chose to work with the terms we worked with, what those terms mean, the results we achieved as well as a detailed discussion about said results, problems and challenges we faced during the projects lifetime. We end with our future thoughts about rhizome based narratives within video games.
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Cruzado, Bautista Karoline Marvi. "Cambios en los hábitos de lectura entre los jóvenes provocados por la difusión de los nuevos medios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653197.

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El presente trabajo de investigación tiene como objetivo lograr analizar en primer lugar cómo es que han cambiado los hábitos de lectura en los jóvenes de hoy en día con la aparición de la narrativa transmedia y los nuevos medios digitales. Además de ello se pretende investigar si este tipo de contenido y formación de universos narrativos puede influir de alguna forma en los hábitos de lectura y asimismo poder lograr un acercamientos en los que aún no poseen este hábito de lectura desarrollado.
This research work aims to achieve analysis in the first place on how reading habits have changed in young people today with the emergence of transmedia narrative and new digital media. In addition to this, it is intended to investigate whether this type of content and formation of narrative universes can influence reading habits in some way and be able to achieve an approach in those who do not yet have these developed reading habits.
Trabajo de investigación
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Phillips, Douglas. "An Investigation of Police Brutality in News Media: Media Narratives and Narrative Icons as Argumentation and Communal Identity." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/722.

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2 Ab s tract This dissertation explores the ways in which narratives about decisive events coales ce in news media discourse, and how they function rhetorically. Specifically, this study examines how journalists frame stories about police brutality, how those frames construct versions of public narratives, and how those narrative versions can be used i n discourse about issues of civic concern such as support for new community policing policies or opposition to Florida’s “Stand Your Ground” law. I show how journalists’ choice of semantic frames (e.g., racism, police - community relations, or criminal justi ce) helps to shape readers’ understanding of the events and contributes to the formation of a narrative icon , a word , name, or short phrase that, absent narrative detail, indexes particular versions of a broader cultural narrative. This research is motiva ted by questions about the reciprocity between prior knowledge, audience expectations, and public discourse, and how those combine to shape or reinforce cultural values and communal identities. To explore these questions, I draw on scholarship in narrative theory, frame semantics, intertextual analysis, and argument. I analyze over 1,700 newspaper articles published in the Los Angeles Times , Los Angeles Sentinel, Pittsburgh Post - Gazette, and New Pittsburgh Courier between 1991 and 2013 concerning incidents of police brutality, including Rodney King and Jonny Gammage, a Black man who died following a traffic stop in Pittsburgh, PA. My findings suggest three primary functions of narratives in news media discourse: as background information, as examples used to establish or illustrate a rule, or as points of comparison . For each of these functions, I consider how journalists’ micro - linguistic choices frame the events in line with the values, concerns, and fears of readers. In that way, journalists suggest the m ost important story elements and thus perpetuate specific ways of thinking about incidents of police brutality. Moreover, as consistent references to specific story elements, these frames contribute to the formation of a narrative icon, which becomes rheto rically available for use in public arguments. In other words, journalists can interpolate the narrative versions indexed by the icon into unrelated stories using discursive constructions such as “the Rodney King incident.” When this happens, readers are e xpected to fill in the missing narrative details by drawing on their background knowledge. The findings of this project have important implications for the study of media discourse, but their broader value lies in what they can tell us about how backgrou nd knowledge takes shape and is used as a resource in public argument. In particular, critical appraisal of narrative icons suggests that readers are expected to access a trove of cultural knowledge to fully understand news stories and the sociocultural implications of the events described. In doing so, journalists and readers jointly construct and reinforce communal identities and establish credibility.
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Nordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.

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Vi undersöker den narrativa stilen som Flower och Journey använder sig av. I denna narrativastil finns det varken dialog och text. Utifrån Flower och Journey skapade vi en designmetodsom ska finnas till som inspiration för utvecklare som vill testa denna stilen. Resultatet avundersökningen ger upphov till en designmetod som vi applicerar på vår gestaltning för atttesta den i en annan spel genre. Mycket av metoden är fokuserad på hur Flower och Journeygör då vi bara undersöker de två spelen. Vi skulle vilja göra en mer generell undersökning dåvi undersöker mer spel som också har ett narrativ utan dialog och text.
We study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
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Smith, Jennifer. "Theorizing Digital Narrative: Beginnings, Endings, and Authorship." VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/316.

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Since its development, critics of electronic literature have touted all that is “new” about the field, commenting on how these works make revolutionary use of non-linear structure, hyperlinks, and user interaction. Scholars of digital narrative have most often focused their critiques within the paradigms of either the text-centric structuralist model of narrativity or post-structuralist models that implicate the text as fundamentally fluid and dependent upon its reader for meaning. But neither of these approaches can account completely for the unique modes in which digital narratives prompt readerly progression, yet still exist as independent creative artifacts marked by purposive design. I argue that, in both practice and theory, we must approach digital-born narratives as belonging to a third, hybrid paradigm. In contrast to standard critical approaches, I interrogate the presumed “newness” of digital narratives to reveal many aspects of these works that hearken to print predecessors and thus confirm classical narratological theories of structure and authorship. Simultaneously, though, I demonstrate that narrative theory must be revised and expanded to account for some of the innovative techniques inherent to digital-born narrative. Across media formats, theories of narrative beginnings, endings, and authorship contribute to understanding of readerly progress and comprehension. My analysis of Leishman’s electronically animated work Deviant: The Possession of Christian Shaw shows how digital narratives extend theories of narrative beginnings, confirming theoretical suitability of existing rules of notice, expectations for mouseover actions, and the role of institutional and authorial antetexts. My close study of Jackson’s hypertext my body: a Wunderkammer likewise informs scholarship on narrative endings, as my body does not provide a neatly linear plot, and thus does not cleanly correspond to theories of endings that revolve around conceptions of instabilities or tensions. Yet I argue that there is still compelling reason to read for narrative closure, and thus narrative coherence, within this and other digital works. Finally, my inquiry into Pullinger and Joseph’s collaboratively written Flight Paths: A Networked Novel firmly justifies the theory of implied authorship in both print and digital environments and confirms the suitability of this construct to a range of texts.
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Ditlevsen, Christoffer Moe, and Martin Björkman Čehovin. "Den dramatiska kraften i filmmusik, Filmmusikens dramatiska vikt i modern media." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1917.

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När och varför tillsätter man musik till en scen i ett filmscenario? Med informationsresurser och teorier från etablerade medieteoretiker såsom Michel Chion, Oliver Sacks samt Johnny Wingstedt söker vi svaret. Genom beprövade analysmetoder bryter vi ner kritikerrosade filmer för att finna hur musiken präglat dem. Analyserna har sedan sammanfattats och jämförts för att kärnan av dem skall kunna identifieras. I diskussionen slår vi fast att det finns många verktyg att tillämpa när man vill styrka expressiviteten eller känslointensiteten, och varför man tillsätter musik till film; Att antingen stärka ett budskap som gestaltas i bild, eller inducera känslan av något som inte går att tolka genom endast visuella medel. Dessa resultat använde vi sedan för att skapa ett ramverk inför produktion av musik och ljud till Emil. (2014) , en modern samt mörkare tolkning av Emil I Lönneberga (1971) med en underton av ett dysfunktionellt familjeförhållande. Nyckelord: Musik, dramaturgi, film, känslor, analys, narrativ When and why is music implemented to a specific scene in a film? With informational resources and theories from established media-abstractionists like Michel Chion, Oliver Sacks and Johnny Wingstedt, we’re on a hunt for the ultimate answer. With well proven analytic methods we break down critically acclaimed movies in search of how music has characterized them. The outcome of the analyses has been put together to identify their common dramatic core. In the discussion we state that there are many tools available when one wishes to accentuate the expressionistic and emotional effects of a piece, and why one would use these pieces for film. The reason being that of wishing to emphasize a message or feeling show in picture, or induce a feeling of something not visible on screen. The results were then used for the framework which we work within when producing sound and music material for Emil. (2014), a modern, darker interpretation of Emil I Lönneberga (1971). Keywords: Music, dramaturgy, film, emotions, analysis, narrative
Detta är en reflektionsdel till en digital medieproduktion.
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Sjöström, Johan. "Morphology of a digital narrative : prototyping digital narratives using the theories of Vladimir Propp." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1929.

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This paper will detail the prototyping and subsequent production of an digital narrative experience utilizing the theories of Vladimir Propp. The prototype will examine the theories detailed in Propps Morphology of the Folktale. It will implement Propps narrative functions according to a general scheme, connected by connectives. The prototype will dynamically generate narratives according to this scheme. Finally, this paper will draw conclusions about the advantages of a Propp-based system of narrative generation and the narratives produced compared to other digital narratives, such as hypertext.
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McVeigh, Kathryn Margaret. "Mosaic narrative a poetics of cinematic new media narrative." University of Southern Queensland, Faculty of Arts, 2008. http://eprints.usq.edu.au/archive/00006235/.

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This thesis proposes the Poetics of Mosaic Narrative as a tool for theorising the creation and telling of cinematic stories in a digital environment. As such the Poetics of Mosaic Narrative is designed to assist creators of new media narrative to design dramatically compelling screen based stories by drawing from established theories of cinema and emerging theories of new media. In doing so it validates the crucial element of cinematic storytelling in the digital medium, which due to its fragmentary, variable and re-combinatory nature, affords the opportunity for audience interaction. The Poetics of Mosaic Narrative re-asserts the dramatic and cinematic nature of narrative in new media by drawing upon the dramatic theory of Aristotle’s Poetics, the cinematic theories of the 1920s Russian Film Theorists and contemporary Neo-Formalists, the narrative theories of the 1960s French Structuralists, and the scriptwriting theories of contemporary cinema. In particular it focuses on the theory and practice of the prominent new media theorist, Lev Manovich, as a means of investigating and creating a practical poetics. The key element of the Poetics of Mosaic Narrative is the expansion of the previously forgotten and undeveloped Russian Formalist concept of cinematurgy which is vital to the successful development of new media storytelling theory and practice. This concept, as originally proposed but not elaborated by Kazansky, encompasses the notion of the creation of cinematic new media narrative as a mosaic – integrally driven by the narrative systems of plot, as well as the cinematic systems of visual style created by the techniques of cinema- montage, cinematography and mise-en-scene.
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Cardmarker, Amanda, and Caroline Beaufoy. "Parlamentet - politik på humornivå : en narrativ och samtalsanalytisk studie." Thesis, Halmstad University, School of Social and Health Sciences (HOS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4104.

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Då humor spelar en stor roll i våra vardagliga liv, inte minst som förmedlare av seriösa samhällsfenomen (Palmer, 2004), kändes det intressant för oss att belysa en medieform som har såväl humor som samhällspolitiska ämnen på agendan. I anknytning till vårt syfte och våra frågeställningar, vilka innefattar en jämförelse mellan två utvalda avsnitt ur TV-serien Parlamentet, har vi använt oss av två teoretiska utgångspunkter; narrativ teori och samtalsanalys.

 

Vi har arbetat med en kvalitativ och textanalytisk metod och applicerat de teoretiska utgångspunkterna narrativ teori och samtalsanalys till vårt empiriska material i analysen. De begrepp vi valde ur narrativ teori är Mishlers modell, innehåll och humor som berättarstrategi, och ur samtalsanalysen valde vi att fokusera på struktur, tur- och turtagning och multimodalitet. Vi har låtit begrepet politikens medialisering fungera som en fond till vår studie, och vi har följt upp våra resultat genom dessa glasögon i slutdiskussionen.

 

Analysen visar att det finns likheter, men framför allt skillnader mellan avsnitten, ur både narrativ och samtalsanalytisk synvinkel. Med hjälp av teorin har vi studerat helheter och delar ur avsnitten för att kunna ge en övergripande bild av vår analys. Det resultat vi fick fram var bland annat skillnader och likheter mellan komikernas roller och avsnittens innehåll och form diskuterar vidare i slutdiskussionen.

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Bjarnason, Baldur. "Context/media : an investigation into the application of conventional narrative theory to interactive media narrative structures." Thesis, University of the West of England, Bristol, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438788.

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Röger, Hubana Isabella. "Hannes Råstams Hjälteresa : Narrativ analys av Hannes Råstams dokumentärer om Thomas Quick." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79979.

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Laitinen, Siiri. "Att levandegöra historien : En studie om berättarteknik i historisk utställningstext." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-40026.

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Tidigare forskning tyder på att det kan vara svårt att få besökare att ta del av utställningstexter. Studien ifråga undersöker därför hur berättartekniska grepp kan användas för att skapa läsvärda utställningstexter. Det kombinerade design- och forskningsprojektet grundar sig i ett uppdrag från föreningen Kunskapsturism Kafjärden, som vill ha hjälp med att ta fram en populärhistorisk utställningstext om den svenska stormaktstiden och rikskanslern Axel Oxenstierna.  I studien undersöktes effekten av de fem berättartekniska greppen anföring, disposition, tempus, bildspråk i form av metaforer och liknelser samt tematiskt fristående adjektiv. Baserat på analyser av användningen av dessa grepp i befintliga utställningstexter, konstruerades två prototyper av en narrativ utställningstext om Axel Oxenstierna.  Utprovningar av prototyperna indikerade att en omvänd disposition skapar nyfikenhet att läsa texten, att historiskt presens gör det lättare för läsaren att leva sig in i berättelsen samt att bildspråk och tematiskt fristående adjektiv främjar mottagarens föreställningsförmåga. Typen av anföring verkade däremot inte påverka läsupplevelsen nämnvärt.  Resultaten indikerar att berättartekniska grepp har en inverkan på utställningstexters läsvärde och att en viss användning av greppen dessutom kan göra mottagarna mer benägna att läsa texterna. Undersökningen mynnade ut i en gestaltning till Kunskapsturism Kafjärdens utställning om Axel Oxenstierna. Där användes de fem berättartekniska greppen på det sätt som visade sig vara mest intresseväckande i utprovningarna.
Previous research suggests that it can be difficult to get visitors to read the texts in an exhibition. Hence, the present study investigates how narration techniques may be used in order to grab readers’ interest and create readable exhibition texts. The combined design and research project was led in collaboration with a Swedish local history association. The design brief was to create an exhibition text for a forthcoming exhibition about 17th century Swedish politician Axel Oxenstierna.  The study focused on the effects of five different narration techniques, namely style of speech, discourse structure, tense, figurative language in the form of metaphors and similes, and the use of adjectives. Based on analyses of preexisting exhibition texts, two prototypes of a narrative about Axel Oxenstierna were constructed.  Results from user testing then indicated that a reverse discourse structure creates curiosity for the story in question, that present tense facilitates reader involvement into the narrative, and that the use of figurative language and adjectives promotes the creation of mental imagery while reading. The style of speech in the narrative did not seem to have an impact on the reading experience.  These results suggest that the narration techniques examined in this study affect the readability of exhibition texts, and that a particular use of these techniques may be preferable in order to get visitors to read the texts. Research findings were then used to create a final version of the narrative exhibition text about Axel Oxenstierna.
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Truran, Chris. "Virtual narratives : a study of relationships between narrative and interactive media, with special reference to interactive television." Thesis, University of Bristol, 2004. http://hdl.handle.net/1983/8c580665-428c-45da-9ba4-e04bf06c9222.

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Zhang, Ruiqi. "Parallel Narrative: Short-Video Social Media Platforms’ Influences on Contemporary Narrative." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5935.

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Through the study of Kwai, a popular short-video social media platform in China, this thesis investigates the social issues, media class divides and aesthetics specific to Kwai culture. It further proposes a strategy of artistic practice - parallel narrative - an experiment in video art production and editing techniques that explores new possibilities of narrative in video art. Integrating theoretical research on Post-Internet art and object-oriented ontology, this thesis reveals people’s ability to digest multisource information and shows how mobile technologies and open-source materials contribute to the formation of parallel narratives.
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Veld, Yolanda. "Locative Narratives with Digital Media." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15327.

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The technologies used to guide along and inform about historic places and buildings have proliferated quickly, but it seems the application of these technologies in order to facilitate a powerful experience falls behind. With this thesis, the aim was to gain insights into how digital media can be utilized to create a media-conscious locative narrative and an engaging experience for cultural heritage. In this thesis examples of locative narratives with digital media for cultural heritage and the testing of two applications with a qualitative approach are discussed. The gained insights could help sophisticate and strategize thinking about storytelling with mobile digital technologies in order to find medium specific ways of guiding an audience and facilitate meaningful visitor experiences for cultural heritage. Keywords: locative narrative, mobile storytelling, digital media, multimodal, cultural heritage
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Trinchero, Beth. "Counter Narrating the Media’s Master Narrative: A Case Study of Victory High School." Digital Commons at Loyola Marymount University and Loyola Law School, 2011. https://digitalcommons.lmu.edu/etd/261.

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Since the publication of A Nation at Risk (National Commission on Excellence in Education, 1983), Berliner and Biddle (1995) have argued media have assisted leaders in creating a “manufactured crisis” (p. 4) about America’s public schools to scapegoat educators, push reforms, and minimize societal problems, such as systemic racism and declining economic growth, particularly in urban areas. The No Child Left Behind (NCLB) Act (2001) functions as an important articulation of this crisis (Granger, 2008). Utilizing the theoretical lenses of master narrative theory (Lyotard, 1984), Critical Race Theory (Delgado & Stefancic, 2001), and social capital theory (Bourdieu, 1986; Coleman 1988), this study employed critical discourse analysis (Reisigl & Wodak, 2009) to unmask the mainstream media’s master narrative, or dominant story, about Victory High School (VHS), which was reconstituted under the authority of the NCLB Act (2001). Findings revealed a master narrative that racialized economic competition, vilified community members, and exonerated neoliberal reforms. Drawing on the critical race methodology of counter-narratives (Yosso, 2006), individual and focus group interviews with 12 VHS teachers, alumni, and community elders illustrated how reforms fragmented this school community, destroying collective social capital, while protecting the interests of capitalism and neoliberalism. By revealing the interests protected by the media’s master narrative and beginning a counter-narrative voiced by members of the community, this study contributes to recasting the history of the VHS community, to understanding the intersections between race and class in working class communities of color, and to exposing the impact of neoliberal educational reforms on urban schools.
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Tallyn, Ella. "Applying narrative theory to the design of digital interactive narratives with the aim of understanding and enhancing participant engagement." Thesis, University of the West of England, Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.327430.

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Säll, Rebecca. "Frost (2013) & de banbrytande Disneyprinsessorna : En narrativ analys om genus och identifikation." Thesis, Stockholms universitet, Institutionen för mediestudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-151567.

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Sammanfattning The Walt Disney Company (1923) släppte år 2013 filmen Frost (Frozen) som blev den mest inkomstbringande animerade långfilmen Disney någonsin producerat (Time, 2014). Den animerade långfilmen har en stor ung publik i en påverkningsbar ålder och av den anledningen är det väsentligt att studera Frost (2013).  Syftet med studien är att undersöka och tolka berättarstrukturen, karaktärerna med fokus på Disneyprinsessorna, och budskapet i Frost (2013) med målet att få en djupare förståelse för hur filmen gestaltar genus. Med hjälp av Vladimir Propps (1968) syntagmatiska analys av narrativ och teorier inom genus och identifikation ställer jag frågeställningarna; Hur ser berättarstrukturen ut i Frost (2013) och hur kan de två Disneyprinsessornas gestaltning i Frost problematiseras utifrån identifikation och genusteorier? Tidigare studier visar att genus, ras och kulturella stereotyper framkommit i Disneyfilmer (Adessa Browning m.fl, 2003: 19-20) och att media bidrar till kultiveringen av barns värderingar, övertygelser, drömmar och förväntningar som stödjer identitetsskapandet (Swindler, 1986: 311). Tidigare studier har dessutom visat att förskolebarn ser på mer TV än vuxna (Bryant 2001, Mares 1998) och att spädbarn på 10- och 12 månader kan efterlikna beteende som observerats på film (Mumme, 2003). I uppsatsens teoretiska ram behandlas teorier inom narratologi, genus, stereotyper, identifikation och representationer då dessa teorier är relevanta i analysen och diskussionen av mitt empiriska material, Frost (2013). Berättarstrukturen i filmen visade sig stödja precis vad Dion m.fl (1972) diskuterar i sin artikel ”What-is-beautiful-is-good”, att fördomar kring en vacker respektive ful människa och förväntningarna av dem baseras på deras utseende. Skurken var den vackra, charmerande prinsen, Hjälten var prinsessan Anna och den luriga, envisa och fula ”the Duke of Weselton” var harmlös och handlingens triumfkort ”an act of true love” var sann syskonkärlek och inte romantisk kärlek som traditionen konstaterar. Uppsatsens studie påvisade dessutom att Disney bryter en del mot de äldre konventionerna med deras gestaltning av Disneyprinsessorna i Frost (2013). I filmen är prinsessorna banbrytande med deras vilja, mod och intellekt och den passiva prinsessan som setts i ”Snövit”, ”Askungen” och ”Törnrosa” som enbart erhåller ett vackert utseende i längtan efter sin prins syns inte till. Studien konstaterade också att förnuft triumferar över naivitet och präglan av rädslan av att vara sig själv kan räddas av sann syskonkärlek.
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Eklund, Christopher. "Time and narrative in depthless visual media." [Gainesville, Fla.] : University of Florida, 2009. http://purl.fcla.edu/fcla/etd/UFE0025004.

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Rooth, Rasmus, and Jacob Westberg. "Ljuddesign för dynamiskt narrativ." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2319.

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I denna undersökning, om begrepp inom ljuddesign som kan bidra till ett dynamiskt narrativ, ser vi kadenser som en möjlig metod att arbeta utifrån. Med tanke på hur man arbetar med ljud och musik i ljudmotorer till spel kan vi konstatera att kadenser kan vara passande för förmedling av narrativ. Det kräver dock att man förstår kontexten, där kadenserna förekommer. Vi har kommit fram till ett sätt att förklara ljuddesign genom en samling av teorier, akustiskt timmer, dvs. hur man kan förmedla något med ljud, antingen fristående eller tillsammans med ett annat medium.
Detta är en reflektionsdel till en digital medieproduktion
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Parker, Maxwell. "The Narrative of Regime Change: Pro-Kremlin Narratives Implicating Foreign Interference in the 2020–2021 Belarusian Protests." The Ohio State University, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1619153176164935.

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Valle, Andre Alves de Lima do. "Narrativas transmidiáticas: aprendizagem, comunicação e estratégia de conteúdo em iniciativas multi-plataforma." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-10022014-103956/.

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As novas dinâmicas de interação possiblitadas pela Web 2.0 reformulam a aprendizagem como atividade que se estende a diversas áreas ligadas ao saber. Aprender à luz das novas tecnologias exige estratégias que se adequem às possibilidades de interação com a informação, conforme particularidades das mídias em que elas se fazem disponíveis, as particularidades de aprendizagem de cada indivíduo e o contexto que determina necessidades de acesso. Educadores, designers instrucionais / educacionais e estrategistas de conteúdo revisam, invariavelmente, processos para melhor compreender os mecanismos pelos quais informação é transformada em conhecimento. Esses estão aptos a interpretar os métodos pelos quais indivíduos processam informação e apropriam conteúdos de origens variadas em uma prática que podemos chamar aprendizagem ou meaning making. Nesse contexto, surge o conceito de narrativas transmidiáticas, capaz de abarcar as práticas de aprendizagem que, multifacetadas, são possibilitadas pelos recursos midiáticos que compõem nosso cotidiano. A construção de significado se dá na medida em que construímos narrativas, linhas mestras coerentes que nos permitem interagir de forma eficiente com os diferentes conteúdos aos quais temos acessos. Esse trabalho investigou o conceito de narrativa e o impacto da utilização de mídias na forma de interagir com os outros e, também, com o conhecimento; a aprendizagem no contexto das narrativas transmidiáticas; dois exemplos concretos e distintos em que aprende-se através de narrativas construídas a partir do uso combinado de mídias. Por fim, buscou-se apontar novos caminhos a serem explorados por pesquisadores interessados na forma como aprendizagem e comunicação se dão em um contexto caracterizado pelas mídias digitais.
The new dynamics empowered by web 2.0 reframes learning as an activity that permeates different areas of knowledge. In the light of new technologies, the goal of reaching a certain knowledge demands adequate strategies. These must be appropriate to the various possibilities of interaction with information, according to media\'s affordances, individual\'s learning particularities and the context that determined individual necessities of access. Educators, educational / instructional designers and content strategists invariably revise procedures to better understand the mechanics through which information is turned into knowledge. These professionals are able to understand the methods through which individuals process information and appropriate content from different resources in a practice that we can call learning or meaning making. In this context, appears the term transmedia narratives: a concept that encompasses plural learning practices enabled by media resources that compose our reality. Meaning making happens as we build narratives, coherent guidelines that empower ourselves to interact efficiently with the different types of content we have access to. This study investigated the concept of narrative and the impact of media in our ways to interact with others and with knowledge; learning in the context of transmedia narratives; two concrete and distinct examples in which one learn through narratives built with the use of various combined media. Finally, this study aimed to indicate new research pathways to be explored by researchers interested in the way learning and communication happen in a context determined by the digital media.
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Nordqvist, Petter. "First Contact : En utforskning av ickelinjärt gameplay och narrativ." Thesis, University of Skövde, School of Humanities and Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3085.

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Denna uppsats är en reflektion kring verket First Contact, ett designdokument som utforskar möjligheterna kring ickelinjära narrativ i datorspel. Verket och denna text är skrivna som examensarbete av Petter Nordqvist under våren 2009.

 

Verket analyseras utifrån litteratur kring ickelinjära narrativ och andra datorspel. Genom denna analys visas hur verket skiljer sig från andra spel och vilken effekt detta har.

 

Slutsatsen pekar på hur narrativ kan formas på många sätt i spel, det sätt som presenteras i verket är inte det enda eller ens nödvändigtvis det bästa sättet. Men det är ett sätt som absolut ger spel möjligheten at innehålla väldigt ickelinjära narrativ.

 

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Andersson, Oscar, and Tim Grödem. "Förenklade drama managers : Att producera emergenta narrativ medförenklade metoder." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17271.

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Det finns ett antal berättarmetoder inom datorspel. De vanligaste formerna som används är linjärt och förgrenat berättande, men det finns en metod som inte används i samma utsträckning, kallad emergent berättande. Detta är en typ av berättande där spelaren själv baserat på samspelet mellan spelets system kan forma sitt egna narrativ. Det är dock inte helt definierat vad emergent berättande innebär. Denna studie använder sig av en artefakt för att utforska emergent berättande med hjälp av system kallade Drama Managers som syftar till att kontrollera händelseförloppet i ett spel så det bildar ett narrativ. Syftet med studien var att utforska om en förenklad Drama Manager kunde åstadkomma ett emergent narrativ eller om den enbart skulle producera ett förgrenat narrativ. Artefakten prövades på personer insatta inom ämnena spel och narrativ och de intervjuades om deras uppfattningar av artefakten. Slutsatsen är att element av emergens kunde identifieras, men inte till den grad att artefakten upplevdes innehålla ett emergent narrativ. Kunskapen ifrån studien skulle kunna hjälpa till att definiera skillnaden mellan emergenta narrativ och förgrenade narrativ.
There are a few storytelling methods for video games. The most common forms are linear and branching narratives, but there is one method not used to the same extent, known as emergent narrative. This study uses and artifact to explore emergent narrative using systems known as Drama Managers that aim to control the sequence of events in a game to create a narrative. The purpose of the study was to explore if a simplified drama manager could produce emergent narratives. The conclusion is that elements of emergence could be identified, but the artifact could not be considered to contain an emergent narrative. This knowledge could be used to help define the difference between emergent and branching narratives.
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Byrne, Betsy A. "Psychological Media Effects of Narrative Transportation in Advertising." Thesis, University of Louisiana at Lafayette, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10163320.

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Cultivation theory suggests that using second-order judgments, viewers may become immersed into a narrative program via narrative transportation. Highly transported viewers make very frequent trait judgments, forming impressions and attitudes about characters, anticipating outcomes, and making constant reevaluations when surprises occur. Narrative transportation can often lead to persuasion by bringing viewers to a highly involved mental state. Due to narrative transportation’s persuasive quality, research has reviewed the relationship of narrative transportation within advertisements

This research will build on the literature by examining the extent to which narrative transportation intervenes with the viewer’s attitude towards the Dr. Pepper brand via product placement, incorporating individual difference variables of materialism, cognitive attention, and need for fantasy. The two-group posttest only with a control group experiment manipulates the variables through two different viewing programs. The first program induces narrative transportation, while the second program is interrupted so that there is no narrative flow.

Volunteer participants will be selected from CMCN 100 classes. A simple linear regression will be used to determine the effects of immersion.

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Laccetti, Jessica Monica. "New media stories : subjectivity, feminism and narrative structures." Thesis, De Montfort University, 2008. http://hdl.handle.net/2086/13272.

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Rosewell, Susan Tilden. "Examination of Narrative Point of View Through Production by Two Media." Thesis, North Texas State University, 1986. https://digital.library.unt.edu/ark:/67531/metadc500621/.

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Narrative point of view should be the initial place of focus in the study of prose fiction, but it is often difficult to understand or teach. This study proposes that stage or screen production of narrative fiction may be purposefully structured to enhance the understanding of narrative perspective. The study details grammatical analysis of narrative language and describes implications drawn from that language which influence production decisions. The thesis examines the techniques and technology of stage and screen production which may be manipulated to underscore narrative point of view, suggesting ways in which each medium can borrow from the techniques of the other for point of view production.
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Arvidsson, Elin, Malin Olandersson, and Ida Tiverman. "You vs. Wild : En kvalitativ studie om tittarens roll i interaktiva berättelser." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72825.

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Införandet av interaktivitet i berättelser är inget nytt fenomen utan har under en längre tid kunnat urskiljas inom spelvärlden. Idag kan vi dock se att det blir allt mer vanligt att föra in interaktivitet i spelfilm. Därför undersöker vi i denna uppsats hur händelseförloppet förändras i den interaktiva serien You vs. Wild när tittaren agerar som motståndare eller medhjälpare till huvudkaraktären. För att undersöka detta har vi med hjälp av en kvalitativ textanalytisk metod använt oss av interaktivitet, teorin narratologi, det vill säga läran om berättelser, och redskap inom teorin som modellen hjältens resa. Med hjälp av denna modell kan vi närma oss berättelsestrukturen i serien You vs. Wild och även se om och i så fall hur denna förändras när tittaren interagerar med berättelsen. Då tittaren blir delaktig i berättelsen kan vi också med hjälp av interaktivitet och förgrenade narrativ undersöka hur händelseförloppet förändras samt vilken betydelse detta har. Vi har närmat oss texten förutsättningslöst och under arbetsprocessen ställt frågor till texten för att kunna fördjupa oss i den. Under arbetet har vi analyserat de tre första avsnitten i serien utifrån två olika perspektiv - som motståndare och som medhjälpare. Utifrån ett motståndarperspektiv hade vi som mål att förstöra så mycket som möjligt för huvudkaraktären för att han inte skulle kunna genomföra sitt uppdrag. Som medhjälpare försökte vi istället endast fatta bra beslut och valde de val huvudkaraktären föredrog för att han skulle klara uppdraget. Efter att ha analyserat utifrån de två perspektiven jämförde vi dessa för att kunna se skillnader och likheter i händelseförloppet. Under analysarbetet har vi nått slutsatsen att interaktiviteten i serien You vs. Wild är begränsad. Serien ger tittaren en stark känsla och relation till berättelsen genom dess struktur samt hur den berättas. Då seriens huvudkaraktär, äventyraren och tv-personligheten Bear Grylls, också är seriens berättare för han ett samtal med tittaren vilket förstärker känslan av interaktivitet. När tittare närmar sig texten vid flera tillfällen och gör olika val kan det dock urskiljas att serien endast består av mindre eller måttliga förgreningar. Detta innebär att berättelsen inte är särskilt komplex eller har någon större möjlighet till förändring och på så vis inte är så interaktiv som den upplevs.
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Loe, Karl, and Fanny Karlsson. "Dialoger är Valfritt." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18484.

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I detta kandidatarbete har vi undersökt hur en skulle kunna gå till väga för att skapa ett interaktivt narrativ utan användningen av dialoger eller narration. Med hjälp av kroppsspråk och semiotik har vi arbetat för att skapa gester som är lätta att förstå oavsett vem som betraktar gestaltningen och med hjälp av mikrokontroller och sensorer så har vi skapat en gestaltning som betraktaren kan interagera med på så vis få en lämplig reaktion tillbaka. Under arbetet har vi även provat på ett, för oss, nytt designperspektiv som vi grundat inom semiotik. Detta och ny teknik har fört med sig en del problem som vi fått lösa på ett eller annat sätt.
In this Bachelor Thesis we have studied how one could go about creating an interactive narrative without dialogues or narration. With the help of body language and semiotics, we have worked to create gestures that are easy to understand regardless of who looks at the design and with the help of microcontrollers and sensors, we have created a design that the viewer can interact with in order to get an appropriate response back. During the work, we have also tried a new design perspective for us, which we have based on semiotics. This and new technology has brought with it some problems that we have had to solve in one way or another.
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Michaneck, Daniel. "Narrativ och Agency : Hur narrativ påverkar spelarens upplevda inflytande." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15456.

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Syftet med studien var att undersöka hur narrativ påverkar agency i spel. För att kunna analysera och beskriva narrativen i artefakten användes narratologisk terminologi och analys. Spelgenrer togs upp för att konkretisera artefaktens design och koppla den till spel för konsumentmarknaden. Frågeställningen för studien löd: Hur påverkas en spelares uppfattning av agency i ett spel av den narrativa kontexten? En kvalitativ forskningsmetod där strukturerade intervjuer och fältobservation användes. Deltagare testade två versioner av en artefakt och resultaten mellan de två urvalsgrupperna analyserades sedan. Resultaten visade att den narrativa kontexten inte påverkade spelares uppfattning av agency på ett märkbart sätt. Artefakten fick dock majoriteten av deltagarna att uppleva agency vilket tyder på att narrativ kontext inte är viktigt för att skapa agency genom spel. Vidare forskning kan göras med liknande experiment med och utan explicita narrativ och med andra typer av artefakter för att få fram mer specifika resultat.
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Louchart, S. "Emergent narrative : towards a narrative theory of virtual reality." Thesis, University of Salford, 2007. http://usir.salford.ac.uk/14894/.

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The recent improvements and developments on Intelligent Agents (IA), Artificial Intelligence (AI) and 3D visualisation, coupled with an increasing desire to integrate interactivity within virtual spaces bring concerns in regard to the articulation of narratives in such environments.
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Crisman, Jonathan. "Approximate translation : media, narrative, and experience in urban design." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79149.

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Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning; and, (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 2013.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis. Vita.
Includes bibliographical references (p. 153-155).
Approximate translation is developed as a design process through which the place-embedded history of an urban environment can be understood, allowing for better design and intervention in that urban environment. Generally, approximate translation champions media, narrative, and experience as design elements that have traditionally been excluded from disciplinary discourse and are necessary for any design in contemporary practice. The processes of displacement, replacement, and surrealization are proposed as three such translations and are demonstrated in the transformation of the Boston neighborhood of Allston into Allstonland (a theme park in Hong Kong), New Allston (a revised Allston with six interventions organized around Platonic Forms), and a live model of New Allston. The live model is developed as a new form of architectural and urban design representation that can incorporate the temporal, mediatic, and experiential elements which are ill-conveyed through conventional means. Ultimately, approximate translation is intended to transform urban environments into their ideal forms, to inject new meaning into empty urban signifiers, to alter local subjectivities, and to generate a new sense of civitas. Theories of media, theming and scripted space, Pop and Surrealist art, Marxism and neoliberal capital, postmodernism, aesthetics, semiotics, modernist architecture, epistemology, and hermeneutics are drawn upon in order to construct a framework for this that is both robust enough for use in practice and pedagogy, as well as mutable enough for further refinement and expansion.
by Jonathan Crisman.
M.Arch.
M.C.P.
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May, Anthony. "TRAD. : an examination of narrative adaptation across popular media." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/20187/1/Anthony_May_Thesis.pdf.

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'Trad.' is a collection of short stories and a critical essay that explores a number of issues involved in the adaptation of stories from one popular medium to another. Some problems of adaptation involve questions of the integrity or authenticity of both the original and adapted works. These problems are often made more difficult when the adaptation is made across different media forms. This thesis explores the transformation from popular song to short story in a popular mode in two ways. The first way is based on the recognition of the problems of determining authenticity when the processes of transmission are subject to such great variety as in popular song. The second way is to explore the question of the available popular forms of narrative for the adapted product. In each case, this thesis attempts its investigation in a practical mode through the variety of stories and the way in which they utilise contemporary narrative strategies.
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May, Anthony. "TRAD. : an examination of narrative adaptation across popular media." Queensland University of Technology, 2007. http://eprints.qut.edu.au/20187/.

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'Trad.' is a collection of short stories and a critical essay that explores a number of issues involved in the adaptation of stories from one popular medium to another. Some problems of adaptation involve questions of the integrity or authenticity of both the original and adapted works. These problems are often made more difficult when the adaptation is made across different media forms. This thesis explores the transformation from popular song to short story in a popular mode in two ways. The first way is based on the recognition of the problems of determining authenticity when the processes of transmission are subject to such great variety as in popular song. The second way is to explore the question of the available popular forms of narrative for the adapted product. In each case, this thesis attempts its investigation in a practical mode through the variety of stories and the way in which they utilise contemporary narrative strategies.
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Hedström, Joakim. "Sekvensbryt vs narrativ : En obefogad konflikt?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16954.

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Denna rapport utforskar forskningsfrågan hur uppfattar erfarna spelare det avsiktliga utövandet av sekvensbryt i relation till deras upplevande av ett spels narrativ? då granskning av tidigare forskning kring ämnet sekvensbryt väckt frågor kring spelares åsikter om ämnet och huruvida utövandet av sekvensbryt är motsatt viljan att uppleva spelnarrativ. En studie utformades med ändamålet att samla spelares åsikter kring sekvensbryt. För att åstadkomma detta skapades ett textspel kallat Sequerience som gav spelare möjligheten att utöva sekvensbryt och detta användes i kombination med en enkät där de kunde reflektera över ämnet. Studien spreds online och till kanadensiska universitetskretsar och totalt deltog 11 personer. Dessa svar var tillräckliga för att etablera att det finns spelare som kan avsiktligt utöva sekvensbryt med viljan att uppleva ett spels narrativ i behåll. Vid framtida studier kan ett större deltagarantal ge djupare insikt i de olika ställningar som spelare kan ha gentemot sekvensbryt i relation till upplevandet av narrativ.
This report explores the research question how do skilled players perceive the intentional act of sequence breaking in relation to their experiencing of a game’s narrative? as examination of earlier research has raised questions concerning players’ opinions on the matter and whether the act of sequence breaking is counter to the desire to experience game narratives. A study was designed in order to collect players’ opinions on sequence breaking. This involved the creation of a text-based game called Sequerience wherein players were given the opportunity to perform sequence breaking, combined with a survey collecting the players’ thoughts on the subject. The study was spread online and to Canadian universities, with a total of 11 participants. The responses were sufficient to establish that there are players who may intentionally perform sequence breaking while maintaining the desire to experience a game’s narrative. In future studies, a larger amount of participants may give deeper insights in the various perspectives players may have on sequence breaking in relation to the experiencing of narratives.
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Miller, Alanna Rachel. "Negotiating Religious Identity and Mass Media: Examining the Relationship Among Lived Religion, Mass Media, and Narrative Identity." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/340862.

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Media & Communication
Ph.D.
The purpose of this dissertation is to further clarify the role of mass media for evangelicals in negotiating religious identity. This project uses lived religion, cultural studies, and narrative identity as a framework. Over the course of seven months, I conducted participant observation in an American Baptist congregation, where I observed both their religious and media practices. Additionally, I conducted qualitative interviews with selected key congregants to get a fuller picture of both their media use and their narrative religious identity. I found that narratives about media and media use led participants to certain strategies of distancing and/or integrating media with their religious identity. Various narrative tools, such as maps, symbolic inventories, tropes, and spiritual anchors, were used by participants to juxtapose media with their religious practice. By using these tools, participants sought to gain more moral and religious certainty by using media as both a proxy for self and as a proxy for Others. As moral and religious uncertainty is a characteristic of modernity, I conclude that there may be ramifications for larger media use and moral thought.
Temple University--Theses
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Strand, Cecilia. "Perilous Silences and Counterproductive Narratives Pertaining to HIV/AIDS in the Ugandan, Lesotho and Namibian Press." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-157234.

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Research on Western mainstream media’s framing of HIV/AIDS in the 1980’s, showed that media narratives influenced audiences’ understanding of the epidemic, as well as society’s responses. Subsequently, by analyzing a society’s mass media and its framing of HIV/AIDS, it is possible to explore what understandings are given preferential treatment in that society, as well as explore what social change those narratives indirectly or directly facilitate. Such an analysis is particularly important in Sub-Saharan Africa, the continent most affected by HIV/AIDS and which has struggled to reverse the course of the epidemic. This dissertation has in five separate articles, not only identified and described media narratives on HIV/AIDS and the closely related topic of same-sex sexuality in three countries hard-hit by the epidemic –Lesotho, Namibia and Uganda – but also discussed the potential effects of persistent silences, as well as narratives that are counterproductive to the countries’ ability to respond to their epidemics. The research uses a combination of quantitative and qualitative approaches: content analysis of independent and government-controlled print media products, semi-structured interviews with media practitioners and representatives from organizations that seek to influence the media agenda, as well as analysis of legislative and policy documents. The articles discuss a range of persistent silences and counterproductive narratives on HIV/AIDS in the three countries. Overall, the media is found to largely fail in providing its readers with narratives that contain many of the particular factors – economic, social, cultural, biological, as well as those related to stigma and discrimination –that fuel their epidemics. The research however also finds differences between the countries and the types of media. In particular privately-owned media is found to play important role in terms of acknowledging the existence of same-sex sexuality as well as relevance in relation to HIV/AIDS prevention and treatment services in Namibian and Ugandan.
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Lindén, Sofia. "SAGAN OM DET DIGITALA VARDAGSLIVET - En kvalitativ studie över Telenors tillämpning av narrativitet som strategisk kommunikationsresurs." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-162964.

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In the last couple of years, the amount of commercial messages in our society has increased steadily which in turn has made us humans very critical against all kinds of advertising. Brand researcher Douglas B. Holt even claims that this directly threatens brand's trustworthiness. As a backlash and result of this situation, a couple of companies has begun to change the way they communicate to the big audience through the TV or computer screen - so-called native advertising or narrativity. A Swedish company that has been specially noticed for its commercials is Telenor with its campaign “Telenorfamiljen” where we get to follow an ordinary family through life where different kinds of technical products are used to ease life.  The purpose of this essay is to take a closer look at how Telenor strategically have chosen to build up their commercial campaign by narrative perspectives with the help of semiotic tools. The material, consisting of three chosen commercials from the campaign, was analyzed with a combined narrative and semiotic method with a primary focus on the narrative.  The result did not only show an appliance of the narrative, but also how Telenor has taken advantage of the tools that the narrative offers. This has been done to credibly give the recipients a story that they can relate to. Furthermore, the narrative elements seem to have been selected with great care since each part is individually significant and influences the story as a whole if it was being replaced. Neither Telenors logotype, products and services were given much visual attention which in turn proves how Telenor wants to be seen as a brand that focuses on the individual and its everyday life rather than its own gain.
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Julia, Billing, and Tagesson Louise. "Dramatik i modeporträtt." Thesis, Blekinge Tekniska Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-927.

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Det finns idag mängder med olika sorters porträttfotografer som arbetar med korrekt utförande inom riktlinjerna i bildutsnitt och vinklar. I det här kandidatarbetet bearbetar vi frågeställningen: “Hur kan vi med hjälp av att bryta riktlinjer inom bildutsnitt och vinklar skapa kontraster och mer dramatiska modeporträtt?”. Genom att ha undersökt och diskuterat narrativ inom stillbild har vi undersökt hur långt man som fotograf kan gå ifrån riktlinjerna inom bildutsnitt och vinklar utan att gå över den tunna gränsen mellan en lyckad och misslyckad regelbrytning. Via en teknisk undersökning om vad som händer när man utför regelbrytningar inom bildutsnitt och vinklar har vi fått bevisat för oss att det är tekniskt möjligt att skapa kontraster och dramatik inom modeporträtt med hjälp av att bryta riktlinjer.
There are a variation of different types of portrait photography where the photographer follows the guidelines in framing and angles. In this bachelor’s thesis we will deal with the question “How can we by breaking the guidelines in framing and angles create contrasts and dramatic fashion portraits?”. By research and discussion about narrative in still photography we have explored how far you as a photographer can stretch the guidelines in framing and angles without falling over the thin line between a successful or and unsuccessful image. Through a technical study of what happens when you break the guidelines in framing and angles we have been proven that it's technical possible to create contrasts in fashion portraits by breaking the guidelines.
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41

Grigsby, Neal A. (Neal Alan). "A ceaseless becoming : narratives of adolescence across media." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39154.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.
Includes bibliographical references (p. 97-105).
Thesis explores the broad appeal of narratives with adolescent protagonists across a variety of media, including literature, film, and video games. An analysis of key texts within their historical contexts reveals affinities between disparate genres and strong connections between fiction and the discourse of adolescence in psychology, anthropology, and sociology. Adolescence narratives illuminate both the transgressive boundaries of a given culture and the normative center, and make explicit what is usually considered natural or implicit. To discover the roots of contemporary adolescence narratives, prototypes for the picaresque novel, the school story, and the Bildungsroman are examined, and each are shown to contain narrative conventions that survive in recent works. A contemporary case study looks at the trilogy of female coming of age films by Sofia Coppola to show how they embody the ambiguities and contradictions of third wave feminism. Finally, the author explores the affinity between video games and adolescence, the implications of translating literary genres into an interactive medium, and uses examples from both science fiction literature and recent games to theorize how games might better address the themes of adolescence in both story and play mechanics.
by Neal A. Grigsby.
S.M.
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42

Plummer, Stephanie C. "Food Contamination Narratives in United States News Media." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1237761803.

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43

Galyean, Tinsley Azariah. "Narrative guidance of interactivity." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/29090.

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44

Craig, Heather (Heather Hult). "Interactive data narrative : designing for public engagement." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/97993.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 97-101).
Interactive data narrative, or the crafting of interactive online stories based upon new or existing data, has grown dramatically over the last several years. Data is increasingly available through such mechanisms as embedded sensor networks, remote sensing, and mobile data collection platforms. The affordances of mobile computing and increasing internet access enable widespread-and often citizen-powered-data collection initiatives. This proliferation of data raises the challenge of translating data into compelling and actionable stories. New data collection and online storytelling strategies foster a mode of communication that can reveal complexities, time-based shifts, and arcane patterns with regard to newly available geolocated data. This thesis investigates interactive storytelling as a mode of communicating data and analyzes trends and opportunities for future innovation. Surveying the field and analyzing specific projects lays the foundation for a design intervention for adding a narrative layer to geolocated, citizen-collected data.
by Heather Craig.
S.M.
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45

Keen, Seth. "Video chaos : multilinear narrative structuration in new media video practice /." Electronic version, 2005. http://adt.lib.uts.edu.au/public/adt-NTSM20050921.151215/index.html.

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46

Högberg, Emma, and Jonatan Finsberg. "Undersökning av narrativa strukturer inom olika medier." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16399.

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Detta kandidatarbete undersöker och skapar en djupare förståelse för olika narrativa strukturer och tekniker som finns i litteratur, film och digitala spel. Detta har gjorts genom att besvara frågan hur man kan applicera narrativa strukturer och tekniker från litteratur och film i ett digitalt spel. För att svara på denna fråga har vi utvecklat en gestaltning som består av ett digitalt spel som använder sig av olika narrativa strukturer och tekniker som är mer vanliga inom litteratur och filmer. Till hjälp för detta har vi använt oss av metodologin MDA-ramverket samt berättelseskrivarmetoderna Snöflingemetoden och The Fantasy Fiction Formula. Undersökningen visar hur en berättelse i ett digitalt spel, med hjälp av ett antal narratologiska begrepp, kan använda sig av narrativa strukturer och tekniker från litteratur och film. Snöflingemetoden visade sig vara användbar, men inte anpassad för denna typ av skrivande. På grund av tidsbrist kunde vi inte använda oss av så många tekniker och strukturer från film som vi ville.
This Bachelor Thesis aims to explore and create a deeper understanding of various narrative structures and techniques found in literature, film and digital games. This has been done by answering the question how one can apply narrative structures and techniques from literature and film in a digital game. To answer this question, we have developed a digital game that uses different narrative structures and techniques that are more common in literature and films. For this, we used the MDA-framework methodology as well as the story writing methods The Snowflake Method and The Fantasy Fiction Formula. This thesis shows how a story in a digital game, using a number of narratological concepts, can make use of narrative structures and techniques from literature and film. The Snowflake Method proved useful, but not adapted for this type of writing. Due to time limitations we were not able to use as many structures and techniques from films as we wanted to.
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47

Blumenthal, Henry (Hank). "Storyscape, a new medium of media." Diss., Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/54989.

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A storyscape is the new medium of storytelling. It originates in the model of transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and applied to The Matrix franchise. The storyscape medium is conceptualized from the author/designer perspective as four gestalts that create a whole from stand-alone parts. The four gestalts are mythopoeia, character, canon, and genre. This approach frames the authoring of this story-centric model in opposition to the design approaches of world-building or storyworlds. The four gestalts also provide an academic approach that unites theory and practice with a unified design vocabulary and an orientation toward the creation of a cultural and creative product that is defined as the storyscape medium. Storyscapes, such as The Star Wars franchise or the Marvel Universe, consume the lion’s share of our cultural capital (Johnson 2014). Therefore, the development of a consistent vocabulary, a design approach, and an understanding of how they create meaning and define worldviews is critical to our understanding and practice of a new medium (Dena 2009). Starting with the frame of storytelling as a practice and previous aesthetic models such as The Poetics, this research charts the evolution of the storyscape medium across topics of academic transmedia approaches, principles, affordances, and the connecting or conceptualizing principles that act as gestalts.
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48

Carlos, Gustavo Colares Melo. "SituaÃÃo de MÃdia: os meios de comunicaÃÃo na filmografia de Pedro AlmodÃvar." Universidade Federal do CearÃ, 2010. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=5406.

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FundaÃÃo de Amparo à Pesquisa do Estado do CearÃ
Apresentando como tema a filmografia de 17 longas-metragens comerciais do diretor espanhol Pedro AlmodÃvar, de âPepi, Luci, Bom y otras chicas del montÃnâ, de 1980, a âAbraÃos partidosâ, de 2009, esta dissertaÃÃo procura investigar de que forma sequÃncias fÃlmicas aqui nomeadas de situaÃÃes de mÃdia auxiliam o cineasta no desenvolvimento da narrativa de suas produÃÃes. Ao identificar a recorrÃncia com que o cineasta aborda o universo dos meios de comunicaÃÃo de massa em sua trajetÃria cinematogrÃfica, pretende-se compreender como essas situaÃÃes de mÃdia podem interferir na construÃÃo de personagens e na geraÃÃo de acontecimentos nos filmes, como um dispositivo narrativo. Para isso, buscou-se relacionar estudos teÃricos sobre a mÃdia e a comunicaÃÃo social com a filmografia almodovariana, a exemplo da ocorrÃncia de fait divers na imprensa, analisada por Barthes (1977), e da teoria dos sistemas de Luhmann (2005).
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Ekengren, Marcus. "Media, en ignorerad länk i den strategiska berättelsen : En kvantitativ studie över medias projektion av det svenska Afghanistannarrativet." Thesis, Försvarshögskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-5458.

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The Afghan war post 9/11 has become the source of multiple case studies. Recent studies suggest that variations in domestic support for deployment of troops in Afghanistan can be explained by means of the strategic narratives provided by the policymakers of the contributing state; a strong consistent narrative increases public support. Scholars recognize a Swedish catch-all narrative, which suggests weakens the narrative, thus raising the uncertainty among the public. This thesis investigates the projection of Swedish strategic narrative through elite Swedish newspapers. The content analysis reveals an inconsistency between the policymaker’s formation of the strategic narrative and the narrative projected by individual newspapers. The finding suggests that the lack of a strong strategic narrative due to the inconsistencies raised an uncertainty among the public during the period. The results recognize media to be a significant, but surprisingly unnoticed actor in the projection of policymakers’ strategic narratives.
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50

Pettersson, Rebecka. "Konstruktionen av det narrativa rummet : Utvecklingen av ett verktyg för konceptframställan vid platsbaserat berättande." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18747.

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Forskning visar att en narrativ inramning kan bidra till att fakta blir lättare för icke-experter att ta till sig och i kombination med mobil teknik öppnas möjligheterna för alternativa sätt att berätta en historia på. Följande studie presenterar arbetsprocessen av en icke-platsberoende prototyp som verktyg för konceptframställan vid platsbaserat interaktivt berättande. Processen på sex månader inkluderade samarbete med nätverket GeoForum Skåne och fokuserade på naturområden i närheten av Höör, Skåne, i syfte att synliggöra och lyfta fram platsernas geokulturella och naturliga resurser för barn och unga. Fem respondenter testade och utvärderade prototypen på distans för att därefter delta i semistrukturerade intervjuer. Resultatet visar att prototypen, med vissa reservationer, har potential som verktyg för konceptframställan; kombinationen av linjärt narrativ, hyperlänkar med storydelar och upplåsbara berättelsefragment samt funktioner som fungerar som belöning uppskattades generellt av respondenterna. För att optimeras inför eventuell framtida vidareutveckling nämns emellertid ett antal förbättringsområden.
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