Dissertations / Theses on the topic 'Multimedia Narratives'

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1

Roberts, David L. "Computational techniques for reasoning about and shaping player experiences in interactive narratives." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33910.

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Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without systems having a model of players' behaviors. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narratives. Early work on interactive narratives relied heavily on "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify an environment to provide a narrative experience for players. While there have been advances in techniques for representing and reasoning about narratives at an abstract level that automate the trigger side of script-and-trigger systems, few techniques have reduced the need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation. We first describe a decomposition of the design process for interactive narrative into three technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows techniques to be developed for reasoning about the complete implementation of an interactive narrative. We then describe representational and algorithmic solutions to these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture using theories of influence from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct simulation experiments and human subjects experiments in an interactive story. Using these techniques realizes the following three goals: 1) efficient algorithmic support for authoring interactive narratives; 2) design a paradigm for AI systems to reason and act to shape player experiences based on author-specified aesthetic goals; and 3) accomplish (1) and (2) with players feeling more engaged and without perceiving a decrease in self-agency.
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Charles, Franklyn W. "Disruptive Technology in Sound Clash Culture: Narratives of Technological Adoptions and Performance in Competition." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565706604776981.

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Weed, Amanda J. "Don't Be a Zombie: Bringing Persuasion to Life through Fictional Narratives." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1385993180.

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4

Wingstedt, Johnny. "Narrative music : towards an understanding of musical narrative functions in multimedia." Licentiate thesis, Piteå : Luleå tekniska universitet, Musikhögskolan i Piteå, 2005. http://epubl.ltu.se/1402-1757/2005/59/LTU-LIC-0559-SE.pdf.

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5

Wingstedt, Johnny. "Making music mean : on functions of and knowledge about narrative music in multimedia /." Piteå : Department of music and media, Luleå University of Technology, 2008. http://epubl.ltu.se/1402-1544/2008/43/index.html.

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6

Mallon, B. "Evaluating narrative models of engagement in multimedia game design." Thesis, Queen's University Belfast, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.411362.

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7

Guimarães, Gustavo Côrtes. "TV na internet e internet que é TV narrativas, contextos e o caso NerdOffice." Niterói, 2017. https://app.uff.br/riuff/handle/1/3825.

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Essa pesquisa objetiva compreender as características das produções audiovisuais criadas e disponibilizadas em plataformas digitais, particularmente as narrativas denominadas por WEB TV. Para tanto, realizamos um mapeamento dos canais classificados com essa terminologia na plataforma de vídeo YouTube, em uma espécie de cartografia, seguida de análise descritiva, na intenção de verificar as principais permanências e/ou rupturas da linguagem realizada nesses programas. Além disso, o trabalho se propôs a levantar questões e discorrer sobre a presença e o papel de serviços de vídeo sob demanda, que se assemelham ao YouTube, como a produtora e distribuidora Netflix, na produção audiovisual online, apresentando uma pesquisa empírica, também por meio de análise descritiva, a partir do recorte NerdOffice, programa totalmente produzido para a Internet e encontrado na cartografia supracitada como um dos mais visualizados da web
This paper aims to understand the intrinsic characteristics of narratives of audiovisual productions created for and broadcasted through digital media, particularly those made for WebTVs. In order to achieve that, there is an observation on WebTV channels that we found on YouTube, that we present in this work as cartography of channels, following a descriptive analysis that intents to verify what keeps changes and what does not change in these shows’ language. Besides, also is presented some discussion about services such as Netflix and other important services of video on demand online that work with a monthly fee, presented in an empirical research and the paper also introduces an descritive analysis on a WebTV program called “NerdOffice”, that is produced by a website named “Jovem Nerd” and weekly available on YouTube
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8

Stratfold, Matthew Peter. "Investigation into the design of educational multimedia : video, interactivity and narrative." Thesis, Open University, 1994. http://oro.open.ac.uk/56468/.

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This study critically examines the design of multimedia in education. The study begins by reviewing existing media in education and then uses a series of empirical studies to uncover, and then examine the key issues for the design of educational multimedia. The research involves two studies. The first, a preliminary study, that identifies specific areas of interest for the research. This study looks at the existing use of an interactive video disc program for training in Price Waterhouse. The literature search, combined with the outcomes of the preliminary study, identified the areas for further research as: the use of video, forms of interaction, and the role of narrative. The main study examines these areas using two phases. The first phase analyses three treatments of the same educational text, on linear video, multimedia, and structured multimedia, each treatment maintaining the same content and narrative structure, but differing in presentation and control. The second phases builds on the results of the first with the creation and analysis of an interactive multimedia program that takes advantage of the identified strengths of multimedia, and specifically tackles problems found in the first phase. Qualitative data collection techniques are used in both phases, and form the basis of the findings. The findings are presented as implications for multimedia design, and discuss the use and development of narrative and grammar in multimedia, as well as the importance of carefully designed user interaction and goal definition.
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9

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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10

Jamerson, Jeffrey L. "Expressive remix therapy| Facilitating narrative mash-ups through the use of digital media art." Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10183267.

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This dissertation explains and highlights a scholar-artist-practitioner research model that blends existing theories rooted in social constructionist, narrative, and creative arts therapies with cutting edge digital art practices that better serve the needs of transition age youth (TAY) within the foster care system. This dissertation is an accumulation of work that traverses the fields of child welfare, mental health, and digital media learning. Two research questions are answered in this dissertation (a) What does a digital artistic intervention look like? and (b) How can digital media art be used in therapeutic group sessions with TAY?

This dissertation draws on my background in behavioral health with youth, work as a videographer and my experience in the realm of hip-hop culture as a disc jockey (DJ). Throughout this dissertation an emphasis is placed on the idea and application of remixing. DJs use remixing as a technique of expression, taking existing songs and mixing them up (blending, cutting, fading, and scratching) to create something new and powerful in return. This dissertation uses the word remix as a metaphor for therapeutic techniques that play with the idea of narrative transformation.

In particular, I demonstrate how to use iPad applications and a process called digital storytelling (mixing audio and video formats) for the purpose of evoking a client’s personal story construction and story transformation through a remix process. Two underlying themes comprise the framework of this dissertation: (a) the construction of narratives and (b) the remix (or creative transformation) of narratives using various forms of digital media.

The literature review discusses the disciplines of art therapy, expressive arts therapy, narrative therapy, and digital media art and digital art therapy. I also discuss a portion of the foster care system called TAY, and finally I discuss how personal stories and belief systems are subjectively created but more importantly remixed or recreated using the strategies highlighted in this study. The methodology of this dissertation is broken down into three sections: a pilot study, a case study, and a vignette, which display how digital media art is used as a therapeutic intervention.

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11

Olivier, Ryan. "Musica Speculativa: An Exploration of the Multimedia Concert Experience through Theory and Practice." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/329943.

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Music Composition
D.M.A.
Musica Speculativa is a final project in two parts in which I explore, through both theory and practice, the role of metaphors in our understanding of reality with special attention given to the use of visual representation in multimedia concert works that employ electroacoustics. Part I, entitled, "Imaginary Cognition: Interpreting the Topoi of Intermedia Electroacoustic Concert Works," explores how metaphors play a core role in our musical experience and how aural metaphors can be enhanced by and ultimately interact with visual metaphors to create a contrapuntal intermedia experience. Part II, "Musica Speculativa: A Multimedia Concert in Five Movements and Three Intermezzi," for mezzo-soprano, flute, B-flat bass clarinet, violin, cello, piano, a percussionist performing an array of lightning bottles, a dancer with a gesture-sensing wand, and a technologist operating interactive audio and video processing, focuses on the medieval philosophy of Musica Speculativa and how it relates to our current understanding of the world. In part I explore the heightened experience of metaphorical exchange through the utilization of multimedia. The starting point is the expansion of visual enhancement in electroacoustic compositions due to the widespread availability of projection in concert halls and the multimedia expectations created through 21st-century Western culture. With the use of visual representation comes the potential to map musical ideas onto visual signs, creating another level of cognition. The subsequent unfolding of visual signifiers offers a direct visual complement and subsequent interaction to the unfolding of aural themes in electroacoustic compositions. The paper surveys the current research surrounding metaphorical thematic recognition in electroacoustic works whose transformational processes might be unfamiliar, and which in turn create fertile ground for the negotiation of meaning. The interaction of media and the differences created among the various signs within the music and the visual art create a heightened concert experience that is familiar to and in many ways expected by contemporary listeners. Composers such as Jaroslaw Kapuscinski have sought to use multimedia as a means to enhance the concert experience, giving movement to the acousmatic presence in their electroacoustic works. In turn, these works create a concert experience that is more familiar to the 21st-century audience. Through examining Kapuscinski's recent work, Oli's Dream, in light of cognitive research by Zbikowski (1998 & 2002), topic theory by Agawu (1991 & 2009), and multimedia research by Cook (1998), I propose a theory for analyzing contrapuntal meaning in multimedia concert works. The themes explored in Part I, regarding the use of metaphor to interpret both visual and aural stimuli, ultimately creating a metaphor for a reality never fully grasped due to the limits of human understanding, are further explored artistically in the multimedia concert work, Musica Speculativa. The medieval philosophy of Musica Speculativa suggests that music as it is understood today (musica instrumentalis) is the only tangible form of the metaphysical music ruling human interactions (musica humana) and ordering the cosmos (musica mundana). I found the concept of Musica Speculativa to be a fitting metaphor for how music and art allude to our own perception of reality and our place within that world. The project as a whole re-examines the concept of Musica Speculativa in light of our current technological landscape to gain a deeper understanding of how we interact with the world around us.
Temple University--Theses
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12

Olivier, Ryan. "MusicaSpeculativa-PartII-MultimediaConcertWork.pdf." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/330327.

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Music Composition
D.M.A.
Musica Speculativa is a final project in two parts in which I explore, through both theory and practice, the role of metaphors in our understanding of reality with special attention given to the use of visual representation in multimedia concert works that employ electroacoustics. Part I, entitled, "Imaginary Cognition: Interpreting the Topoi of Intermedia Electroacoustic Concert Works," explores how metaphors play a core role in our musical experience and how aural metaphors can be enhanced by and ultimately interact with visual metaphors to create a contrapuntal intermedia experience. Part II, "Musica Speculativa: A Multimedia Concert in Five Movements and Three Intermezzi," for mezzo-soprano, flute, B-flat bass clarinet, violin, cello, piano, a percussionist performing an array of lightning bottles, a dancer with a gesture-sensing wand, and a technologist operating interactive audio and video processing, focuses on the medieval philosophy of Musica Speculativa and how it relates to our current understanding of the world. In part I explore the heightened experience of metaphorical exchange through the utilization of multimedia. The starting point is the expansion of visual enhancement in electroacoustic compositions due to the widespread availability of projection in concert halls and the multimedia expectations created through 21st-century Western culture. With the use of visual representation comes the potential to map musical ideas onto visual signs, creating another level of cognition. The subsequent unfolding of visual signifiers offers a direct visual complement and subsequent interaction to the unfolding of aural themes in electroacoustic compositions. The paper surveys the current research surrounding metaphorical thematic recognition in electroacoustic works whose transformational processes might be unfamiliar, and which in turn create fertile ground for the negotiation of meaning. The interaction of media and the differences created among the various signs within the music and the visual art create a heightened concert experience that is familiar to and in many ways expected by contemporary listeners. Composers such as Jaroslaw Kapuscinski have sought to use multimedia as a means to enhance the concert experience, giving movement to the acousmatic presence in their electroacoustic works. In turn, these works create a concert experience that is more familiar to the 21st-century audience. Through examining Kapuscinski's recent work, Oli's Dream, in light of cognitive research by Zbikowski (1998 & 2002), topic theory by Agawu (1991 & 2009), and multimedia research by Cook (1998), I propose a theory for analyzing contrapuntal meaning in multimedia concert works. The themes explored in Part I, regarding the use of metaphor to interpret both visual and aural stimuli, ultimately creating a metaphor for a reality never fully grasped due to the limits of human understanding, are further explored artistically in the multimedia concert work, Musica Speculativa. The medieval philosophy of Musica Speculativa suggests that music as it is understood today (musica instrumentalis) is the only tangible form of the metaphysical music ruling human interactions (musica humana) and ordering the cosmos (musica mundana). I found the concept of Musica Speculativa to be a fitting metaphor for how music and art allude to our own perception of reality and our place within that world. The project as a whole re-examines the concept of Musica Speculativa in light of our current technological landscape to gain a deeper understanding of how we interact with the world around us.
Temple University--Theses
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13

Sparks, David R. "Quest." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1355256.

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The primary objective of this creative project was to make my artwork more appealing to a mature audience. I would use familiar imagery that I had created from characters that were initially developed for children. These characters are now not only entertaining, but also have been enhanced through the use of engaging symbolic narrative.The secondary objective was to combine my knowledge of drawing, painting and sculpture based on changes in my recent artwork. These changes were brought about through investigating contemporary artist while studying at Ball State University. The body of work includes an underlying theme: "A Journey Though life," which features Quest the foolish dog, derived from the fool card in a tarot card deck.
Department of Art
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14

Parrish, Garrett V. "Design of creative narrative and technical systems for an immersive multimedia nighttime spectacular show." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112551.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references.
The goal of this thesis is to explore the design process for the creative and technical components of a nighttime spectacular show. As spectacular shows are a unique art form with unusual narrative structures and conventions and complex technical systems involved in their implementation, they present an intriguing case study for the design process. There exists almost no academic literature on the process used to effectively design and construct large scale entertainment experiences as virtually all of those projects are carried out in the private sector and any innovations required to complete the projects are documented in patents as opposed to academic publications. With a specific narrative goal in mind and distinct derivative works, a twelve minute show narrative was written and designed. Furthermore, the various production elements (set, lighting, audio, music, and control systems) were also designed and constructed to serve as an explicit implementation of the creative narrative. The show consists of three main 'acts', with individual beats and scenes, each of which fulfills a certain set of creative and technical design requirements. The practical producing of this show is exempt from this thesis as the focus is on the creative narrative and technical systems design processes.
by Garrett V. Parrish.
S.B.
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15

Chen, Minchu. "Enhancement of presentation of Chinese narrative poems--using a multimedia model for 'Mulan Shih'." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0004374.

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Montalvo, Gallego María Blanca. "La Narración Espacial: una propuesta para el estudio de los lenguajes narrativos en el arte multimedia." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/65152.

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El objetivo de esta tesis es desarrollar un modelo que aquí llamamos Narración Espacial para, a través de su aplicación, acercarnos al estudio de instalaciones interactivas creadas con tecnología multimedia, y que desarrollan narraciones no lineales. Comenzamos el estudio definiendo de manera general en concepto de Narración Espacial, atendiendo a sus características básicas y definitorias, aquellas derivadas de su ser digital, de los conceptos de tiempo y espacio que desarrolla y de la relación que se establece entre el autor y el usuario, a través de la interfaz digital y la interactividad. Continuamos la segunda parte de la investigación aplicando esas características iniciales del modelo de Narración Espacial al análisis de obras no lineales, desde las narraciones orales de la Grecia clásica, pasando por algunos ejemplos de narraciones escritas, cine, instalaciones audiovisuales, e hipertexto, hasta las narraciones multimedia en Internet. Hemos denominado a estas obras antecedentes, pues con ellas pretendemos referenciar algunos puntos de una posible historia de la narración no lineal, que nos muestra muchas de las características que definen las obras estudiadas en el siguiente apartado. En el tercer apartado aplicamos el modelo de Narración Espacial al análisis de instalaciones interactivas multimedia que desarrollan narraciones no lineales, dividiendo este modelo en cuatro apartados, atendiendo a la estructura narrativa que desarrollan: obras de estructura ramificada; obras de estructura rizomática; obras algorítmicas; y un último grupo de obras englobadas aquí como más allá de la estructura. En las conclusiones recapitulamos las características básicas del modelo de Narración Espacial, tras el análisis aplicado al estudio de las obras vistas, y lo delimitamos, destacando las coincidencias que las estructuras del modelo tienen con otras narraciones no lineales.
Montalvo Gallego, MB. (2004). La Narración Espacial: una propuesta para el estudio de los lenguajes narrativos en el arte multimedia [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/65152
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Mallon, David Timothy. "Bringing community to the holodeck : interactive narrative and the massively multiplayer online role-playing game." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/19687.

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García, Rubio Juan Salvador. "El sendero mitológico multimedia : diseño de narrativa multimedia, sobre los mitos y leyendas de Chile, para niños del nivel NB2 & NB3." Tesis, Universidad de Chile, 2008. http://www.repositorio.uchile.cl/handle/2250/112962.

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Diseñador Gráfico
No autorizada por el autor para ser publicada a texto completo
El tema principal de este proyecto, son los mitos y leyendas de la tradición chilena, del cual se deriva la cosmovisión de los pueblos y de la sociedad en su conjunto, y la dialéctica entre la mitología ancestral con la mitología contemporánea de la actualidad. Los temas complementarios correspondientes al soporte son, la tecnología digital (Tecnologías de Información y Comunicación: TIC), expresada en el CD multimedia; y el tema correspondiente al usuario, es la cultura digital de la enseñanza básica, abarcando específicamente el nivel NB2 (3º y 4º año básico), esto implica el estudio de nuestro grupo objetivo y su entorno educativo.
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Holmquest, Broc Anthony. "Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363456341.

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Koenitz, Hartmut. "Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34791.

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In more than two decades of research and practical experiments in interactive digital narrative (IDN), much insight about the relationship of narrative and digital media has been gained and many successful experiments have been undertaken, as a survey of the field illustrates. However, current approaches also limit the scope of experimentation and constrain theory in interactive narrative forms original to digital media. After reviewing the "interactivisation" of legacy theory (neo-Aristotelian poetics for interactive drama, poststructuralism for hyperfiction, 20th century narratology for interactive fiction and as a general theory for IDN), the thesis introduces a theoretical framework that changes the focus from the product-centered view of legacy media towards system and the process of instantiation. The terms protostory describing the overall space of potential narratives in an IDN system, narrative design for the concrete assemblage of elements and narrative vectors as substructures that enable authorial control are introduced to supersede legacy terms like story and plot. On the practical side, the thesis identifies limitations of existing approaches (e.g. legacy metaphors like the timeline, and authoring tools that support only particular traditions) To overcome these limitations a software toolset built on the principles of robustness, modularity, and extensibility is introduced and some early results are evaluated. Finally, the thesis proposes an inclusive, open-ended iterative process as a structure for future IDN research in which practical implementations and research co-exist in a tightly coupled mutual relationship that allows changes on one side to be integrated on the other.
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McClain, Amanda Scheiner. "AMERICAN IDEAL: HOW AMERICAN IDOL CONSTRUCTS CELEBRITY, COLLECTIVE IDENTITY, AND AMERICAN DISCOURSES." Diss., Temple University Libraries, 2010. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/86289.

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Mass Media and Communication
Ph.D.
This dissertation is a three-pronged study examining American themes, celebrity, and collective identity associated with the television program American Idol. The study includes discourse analyses of the first seven seasons of the program, of the season seven official American Idol message boards, and of the 2002 and 2008 show press coverage. The American themes included a rags-to-riches narrative, archetypes, and celebrity. The discourse-formed archetypes indicate which archetypes people of varied races may inhabit, who may be sexual, and what kinds of sexuality are permitted. On the show emotional exhibitions, archetypal resonance, and talent create a seemingly authentic celebrity while discourse positioning confirms this celebrity. The show also fostered a complication-free national American collective identity through the show discourse, while the online message boards facilitated the formation of two types of collective identities: a large group of American Idol fans and smaller contestant-affiliated fan groups. Finally, the press coverage study found two overtones present in the 2002 coverage, derision and awe, which were absent in the 2008 coverage. The primary reasons for this absence may be reluctance to criticize an immensely popular show and that the American Idol success was no longer surprising by 2008. By 2008, American Idol was so ingrained within American culture that to deride it was to critique America itself. In sum, the findings were that American Idol presents an ideal version of American culture, where gender, race, and class issues are non-existent, power is shared democratically, the American national identity is fair, generous, familial, and celebrity and success are easily attainable. This idealization of contemporary American culture functions to sustain the current status quo of economic and cultural standards.
Temple University--Theses
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Linek, Stephanie. "Geschlechtsspezifisches Design von narrativen Animationen : "Speaker/Gender Effect " und die Schema-Inkongruenz von Information /." Berlin Logos-Verl, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?id=2919293&prov=M&dokv̲ar=1&doke̲xt=htm.

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Lasagna, Giovanni. "Il racconto ludonarrativo. Analisi del videogioco come medium narrativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25147/.

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Il linguaggio videoludico si è sufficientemente evoluto da permettere di raccontare storie in modi che altri medium, tipicamente più narrativi, non possono fare. L’obiettivo di questo lavoro è quello di individuare i metodi principali utilizzati dai videogiochi per narrare storie, poiché ciò può contribuire a comprendere le potenzialità espressive del medium.
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Paolinelli, Giulia. "Adattare il romance: un viaggio tra narrativa rosa e prodotti audiovisivi contemporanei." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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L'elaborato si presenta come un'analisi del tipo di adattamento audiovisivo che viene prodotto a partire dalla rielaborazione di opere facenti parte del genere romance (anche detto letteratura rosa). Ampio spazio è dedicato alla nascita del genere letterario e ai suoi sviluppi più recenti, mettendolo in seguito a confronto con le dinamiche che interessano invece la fanfiction. L'adattamento è poi presentato come fenomeno a sé stante e ne vengono considerati quindi i meccanismi interni e la relazione con lo spettatore, introducendo il concetto di fedeltà al testo-fonte. A queste considerazioni si aggiunge una riflessione sui meccanismi di produzione adottati da una piattaforma streaming come Netflix, da lungo tempo interessata alla pratica dell'adattamento. La parte teorica è seguita dall'analisi pratica di due prodotti audiovisivi, il primo legato all'industria cinematografica (White Palace, 1990) e il secondo legato invece a quella seriale (Bridgerton, 2020 - in corso).
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Rodrigues, Kamila Rios da Hora. "FrAMC-i: Um framework de apoio à produção de conteúdo multimídia complementar interativo." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/293.

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Financiadora de Estudos e Projetos
The television is the medium of information and entertainment most utilized by Brazilians. Despite its great reach, this vehicle, which should be an instrument to promote social inclusion, often causes the opposite effect. The manner some television programs are produced, in particular movies and series, combined with the lack of prior knowledge about certain subjects and contexts, trigger some viewers not to appreciate or enjoy enough of the programming, which may lead to a possible dissatisfaction in the audience. Cultural and educational matters may also accentuate the viewer's discontentment during a television session. New technologies such as the Interactive Digital TV (IDTV) allow the enrichment of television media with additional contents that may provide greater fruition of the narratives. This PhD project benefits from the flexibility and interactivity offered by the IDTV to propose a solution of accessibility based on the offer of additional specific contents, here denominated interactive Additional Multimedia Content (AMC-i). The AMC-i are extra information associated with the television media that may be offered to the main program considering different aspects, such as whether the offer: is synchronous or asynchronous, on demand or compulsory, with or without pausing the original program, by combining one or more media formats, among others. Through case studies, groups of spectators with distinct profiles, in different scenarios and interacting with varying kinds of media, were observed and had their interaction difficulties and experiences evaluated. This thesis proposes and presents the FrAMC-i, a framework consisting of a set of guidelines that support the production of AMC-i and emerged from the experience acquired during the observation of spectators in the studies. In addition to the guidelines, the FrAMC-i also provides tools for the enrichment of the media with AMC-i and a mobile application that enables the interaction with such contents by usage of a second screen. The framework was submitted to assessment by sixteen graduate students in Computer Science in the role of designers. These evaluators used the FrAMC-i artifacts to enrich media, given a provided fictional scenario. The results suggest a positive evaluation considering the utility, adherence to the proposed design solutions and usability of the artifacts supplied by the framework for the different stages of the production of the AMC-i.
A televisão é o meio de informação e entretenimento mais utilizado pelos brasileiros. Apesar do grande alcance, esse veículo, que deveria ser um meio para promover a inclusão social, por diversas vezes causa o efeito oposto. A forma como alguns programas televisivos são elaborados, em particular filmes e seriados, somada à falta de conhecimento prévio sobre determinados assuntos e contextos, fazem com que alguns espectadores não apreciem ou não desfrutem o bastante da programação, o que pode conduzi-los a uma possível insatisfação na audiência. Questões culturais e educacionais também podem acentuar a insatisfação do espectador durante uma sessão televisiva. Novas tecnologias, como a TV Digital Interativa (TVDi), permitem o enriquecimento de mídias televisivas com conteúdos adicionais que podem proporcionar uma melhor fruição das narrativas. Este projeto de doutorado aproveitou as vantagens da flexibilidade e interatividade oferecidas pela TVDi para propor uma solução de acessibilidade baseada na oferta de conteúdos adicionais específicos, aqui denominados de Conteúdo Multimídia Complementar interativo (CMCi). Os CMCis são informações extras associadas às mídias televisivas que podem ser oferecidas ao programa principal considerando diferentes aspectos, tais como, se a oferta será síncrona ou assíncrona, sob demanda ou compulsória, com ou sem pausa da mídia original, combinando um ou mais formatos de mídia complementar, entre outros. Por meio de estudos de caso, grupos de espectadores com diferentes perfis, em diferentes cenários e interagindo com diferentes gêneros de mídias, foram observados e tiveram as suas dificuldades e experiências de interação avaliadas. Esta tese propõe e apresenta o FrAMC-i, um framework composto por um conjunto de diretrizes que apoiam a produção de CMCi e que emergiu da experiência adquirida durante a observação dos espectadores nos estudos. Além das diretrizes, o FrAMC-i também disponibiliza ferramentas para o enriquecimento das mídias com CMCi e um aplicativo móvel que possibilita a interação com tais conteúdos utilizando uma segunda tela. Uma avaliação do framework foi realizada por 16 estudantes de pósgraduação em Ciência da Computação no papel de designers. Esses avaliadores utilizaram os artefatos do FrAMC-i para enriquecer mídias atendendo a um cenário fictício fornecido. Os resultados sugerem uma avaliação positiva considerando a utilidade, adesão às soluções de design propostas e usabilidade dos artefatos disponibilizados pelo framework para as diferentes etapas de produção do CMCi.
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Cassany, Viladomat Roger. "Especificitats de la narrativa audiovisual informativa a internet: anàlisi dels vídeos produïts per cibermitjans catalans." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/385358.

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Aquesta tesi doctoral neix de la inquietud d’estudiar l’ús que fan del vídeo els cibermitjans catalans i les diferències que la producció audiovisual a internet presenta respecte del periodisme audiovisual de les cadenes de televisió tradicionals. Analitzem com són els vídeos que publiquen els cibermitjans catalans i n’estudiem les especificitats. També avaluem els canvis que aquesta producció audiovisual ha viscut amb el pas del temps, entre 2012 i 2014. Tot plegat, en un context líquid i canviant propiciat pels incontestables avenços tecnològics, la consolidació d’internet com a palataforma periodística de primer nivell i els canvis de paradigma comunicacionals, de consum i de producció de missatges periodístics.
The concern of studying the use online Catalan newspapers do of video is the original seed of this research. And thus, also the differences between internet journalistic audiovisual production and broadcasting traditional television news channels. We analize the taxonomy and the specificities of the videos published by online Catalan newspapers. We also study how this audiovisual production has changed with the passage of time, between 2012 and 2014. All this in a context caused by liquid and undeniable technological progress, the consolidation of the internet as a journalistic platform and shifts on communicational, consumption and journalistic messages production.
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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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Simonsson, Kim, and Elin Kraaijenbrink. ""En bild säger mer än tusen ord" : Hur tre olika skönlitterärt uppbyggda läroböcker utformat bildstöd för årskurs 1." Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96754.

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Den här kvalitativa studien syftar till att undersöka hur bildstöd är utformat i tre skönlitterärt uppbyggda läroböcker på ingångsnivå riktade mot årskurs 1 i svenska för att stödja elevers läsinlärning. Studien tar avstamp i Richard E. Mayers (2014) teori om multimodal inlärning: Cognitive Theory of Multimedia Learning. Teorin bygger på idén att människor lär bättre och djupare från text och bild än från enbart text. Läroböckerna analyseras utifrån Lundh och Limbergs (2012) kategorier när det gäller bildstöd: dekorativ, illustrativ, narrativ och förklarande. I läroböckerna analyseras även förhållandet mellan text och bild samt vilka tidigare kunskaper eleverna behöver för att förstå bildstödet. Resultatet visar att alla de tre läroböckerna använder sig av bildstöd i berättelsen. Det bildstöd som används mest i läroböckerna är narrativt, samtidigt som dekorativt bildstöd saknas helt. Förhållandet mellan bild och text ser genomgående olika ut i läroböckerna men visar sig ha stor betydelse speciellt för elevernas läsförståelse. Precis som med allt annat i vardagen behöver eleverna ha tidigare kunskaper för att kunna “läsa” och förstå bilderna i läroböckerna. Av studiens resultat kan slutsatsen dras att läroböckerna använder sig av bilder avsiktligen för att stödja läsningen, att bilderna ger bäst stöd om de berättar samma sak som texten gör samt att eleverna måste kunna ”läsa” och förstå bilderna för att få full läsförståelse.
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Rodríguez, Benavides Sandra. "Análisis de las percepciones de los alumnos en la intervención de la narrativa transmedia en su aprendizaje : un estudio de caso en un curso audiovisual de una universidad privada en la ciudad de Lima." Pontificia Universidad Católica del Perú, 2019. http://hdl.handle.net/20.500.12404/15510.

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La investigación que se presenta analiza las percepciones de los alumnos sobre la intervención de la narrativa transmedia en su aprendizaje en un curso de una universidad privada de la ciudad de Lima. Para llevarlo a cabo se integró el uso de herramientas TIC y una estrategia basada en la narrativa transmedia, utilizando el contenido de la materia en medios apropiados y entornos planificados para potenciar el aprendizaje, con el fin de responder a la pregunta: ¿Cuáles son las percepciones de los alumnos sobre la intervención de la narrativa transmedia en su aprendizaje en el desarrollo de un curso audiovisual de la Facultad de Comunicación de una Universidad Privada de la ciudad de Lima? Para responder la pregunta presentada se presenta un recorrido del análisis las percepciones de los alumnos sobre la intervención de la narrativa transmedia a nivel cognitivo y socioemocional. La metodología empleada fue de carácter cualitativo, y permitió realizar un sondeo a través del estudio de caso, empleando para el recojo de información dos técnicas: encuestas y entrevistas semiestructuradas. Mediante la siguiente investigación se recogieron resultados que demuestran la importancia del correcto uso de las TIC bajo una narrativa transmedia que presente estratégicamente los contenidos en los medios oportunos, presenciales o virtuales.
Tesis
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30

Beasse, Muriel. "Conditions d'énonciations et stratégies d'écriture des narrations journalistiques du web : les renouvellements d'un contrat de véridicité." Thesis, Strasbourg, 2020. http://www.theses.fr/2020STRAG025.

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Cette thèse s’intéresse à la compréhension des transformations contemporaines de l’écriture journalistique à l’aune de la mission de vérité traditionnellement associée à cette activité. Ce mandat social idéalisé fait partie de l’imaginaire de la profession et participe à la légitimité de la pratique journalistique. Il trouve une résonance contemporaine, dans un espace public en mutation où les entreprises médiatiques et les journalistes expérimentent de nouvelles façons d’informer. La recherche porte sur des narrations journalistiques multimédias exploitant les spécificités de l’écriture numérique. Notre hypothèse est que les renouvellements en jeu dans ces dispositifs d’information se négocient dans la dimension coopérative du web. En documentant une pratique émergente du webjournalisme, ce travail rend compte d’expériences d’écriture entre narrativité et numérique qui contribuent à une reformulation du contrat de véridicité du journalisme
This thesis focuses on seeking to understand the tension between transformations in contemporary journalistic writing and the obligation of truth traditionally associated with this activity. This idealised social mandate speaks to the appeal and to the legitimacy of journalistic practice and has a strong echo in the shifting public spaces where media companies and journalists are experimenting with new ways to inform. The research focuses on multimedia journalistic narratives exploiting the specificities of digital writing (webdocumentary, scrollytelling, long format, etc.). Our hypothesis is that the changes at play in these informative devices are negotiated in the cooperative dimension of the web. This work investigates the emergent practice of webjournalism as acts of writing in which narrative and digital modalities contribute to a reformulation of veridicity as a journalistic contract
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Delagrange, Susan Heckman. "Technologies of wonder (re)mediating rhetorical practice /." Columbus, Ohio : Ohio State University, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1132693298.

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32

Magnuson, Markus Amalthea. "The Dig : De grafiska äventyrsspelen som flyktigt medium." Thesis, Stockholms universitet, Filmvetenskapliga institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179044.

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33

Klein, Eve Elizabeth. "The pomegranate cycle : reconfiguring opera through performance, technology & composition." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/51175/1/Eve_Klein_Thesis.pdf.

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The Pomegranate Cycle is a practice-led enquiry consisting of a creative work and an exegesis. This project investigates the potential of self-directed, technologically mediated composition as a means of reconfiguring gender stereotypes within the operatic tradition. This practice confronts two primary stereotypes: the positioning of female performing bodies within narratives of violence and the absence of women from authorial roles that construct and regulate the operatic tradition. The Pomegranate Cycle redresses these stereotypes by presenting a new narrative trajectory of healing for its central character, and by placing the singer inside the role of composer and producer. During the twentieth and early twenty-first century, operatic and classical music institutions have resisted incorporating works of living composers into their repertory. Consequently, the canon’s historic representations of gender remain unchallenged. Historically and contemporarily, men have almost exclusively occupied the roles of composer, conductor, director and critic, and therefore men have regulated the pedagogy, performance practices, repertoire and organisations that sustain classical music. In this landscape, women are singers, and few have the means to challenge the constructions of gender they are asked to reproduce. The Pomegranate Cycle uses recording technologies as the means of driving change because these technologies have already challenged the regulation of the classical tradition by changing people’s modes of accessing, creating and interacting with music. Building on the work of artists including Phillips and van Veen, Robert Ashley and Diamanda Galas, The Pomegranate Cycle seeks to broaden the definition of what opera can be. This work examines the ways in which the operatic tradition can be hybridised with contemporary musical forms such as ambient electronica, glitch, spoken word and concrete sounds as a way of bringing the form into dialogue with contemporary music cultures. The ultilisation of other sound cultures within the context of opera enables women’s voices and stories to be presented in new ways, while also providing a point of friction with opera’s traditional storytelling devices. The Pomegranate Cycle simulates aesthetics associated with Western art music genres by drawing on contemporary recording techniques, virtual instruments and sound-processing plug-ins. Through such simulations, the work disrupts the way virtuosic human craft has been used to generate authenticity and regulate access to the institutions that protect and produce Western art music. The DIY approach to production, recording, composition and performance of The Pomegranate Cycle demonstrates that an opera can be realised by a single person. Access to the broader institutions which regulate the tradition are not necessary. In short, The Pomegranate Cycle establishes that a singer can be more than a voice and a performing body. She can be her own multimedia storyteller. Her audience can be anywhere.
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Grossi, Valerio. "Rilancio di una saga e lancio di una piattaforma. Il caso di The Mandalorian e Disney+." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25151/.

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Il lavoro si propone di dimostrare come il rilancio della saga di Star Wars, attuato dalla Disney e dalla Lucasfilm attraverso la serie live action The Mandalorian, presenti elementi in linea con la volontà della stessa conglomerata di lanciare la propria piattaforma OTT. La serie ne ha rappresentato uno dei progetti di punta fin dalla data di lancio, alla ricerca di una programmazione capace di competere con le altre piattaforme non lineari sul mercato. The Mandalorian, attraverso una ricca rete di richiami inter ed extratestuali, si è prefissa il duplice obbiettivo di rilanciare la saga presso gli appassionati e il pubblico generalista e di promuovere la piattaforma. Tramite l’analisi degli elementi testuali e contestuali si è andato ad esaminare come la produzione abbia tentato di raggiungere questi obbiettivi, ponendo particolare attenzione alla ricezione critica e alle reazioni del fandom. Oltre alla distribuzione statunitense si è affrontata anche la distribuzione internazionale della serie e le necessità di adattamento che ne sono conseguite, concentrandosi sullo specifico contesto italiano.
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35

Cavazzuti, Simone. "Fenomeni di intertestualità e franchise mediali: analisi dei generi e dei contesti produttivi." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25145/.

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Lo scopo di questo elaborato è proporre un’analisi esauriente e aggiornata (per quanto possibile) delle pratiche produttive che dominano il panorama cinematografico attuale, con riferimento ai principali metodi attraverso cui un testo filmico si mette in relazione con un altro testo filmico già esistente.
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Bava, Saliha. "Transforming Performances: An Intern-Reseacher's Hypertextual Journey in a Postmodern Community." Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/25951.

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I present the dissertation web as a montage of a postmodern inquiry of my doctoral internship and research experiences—concerns and jubilation—positioned within the discourses of postmodern, dissertation, academia, experimentalism and cyberspace innovations among others. I create a social constructionistic interactive interplay, using hypertext, among my various voices of an intern, a researcher and a person. In the dissertation web—my inquiry—I practice the characterization of postmodernism on numerous fronts—subject of study, context of study, methodology and re-presentation of the inquiry. Implicitly and explicitly, I articulate the various characterizations of postmodernism in my inquiry by challenging the traditional research practices (metanarratives). I challenge the traditional praxis by alternate performances of research practices such as studying myself in a cultural context of an internship using the methodology of autoethnography and performance. The hypertext docuverse is a further characterization of postmodernism in the styles and structures that are used for re-presentation of the narratives. The styles of narration I useâ such as words and graphics, prose and poetry, first person conversational texts, narratives and collages—blur the boundary of "academic" writing, literature, and art. The hypertext is intended as a metaphorical experiential, intertextual journey of an intern and a researcher. Rather than a fixed structure, I create numerous structures of possible structures to privilege the readers' navigational choices. I anticipate that the reader's choices in the virtual space might create a sense of meaning-transformation as one traverses through the dissertation web, thus, valuing fragmentation and connection as aspects of sense-making, which are contextualized (among others) by the reader's meaning frames and my hypertextual performances. The dissertation is submitted in three formats—exclusive dissertation web.pdf, intertextual dissertation web.pdf, and xml version. The exclusive dissertation web.pdf is a web capture in pdf format of all the "files" that compose the dissertation web created in html. The intertextual dissertation web.pdf is a web capture of my dissertation along with the capture of external web resources that contextualize my dissertation web, thus illustrating the intertextuality of hypertexts by making the dissertation part of the larger textual web. Due to the web capture, the "docuverse" is nonlinear and the pages do not follow any particular or author predefined sequences. So, please use the internal links or the bookmarks to read or browse the dissertation web rather than scroll from the first "page" to the last "page" of the pdf formatted docuverse. The third version in xml will be made available at a later date. An html version of the dissertation is available directly from the researcher-author. CAUTION! The links from the abstract may be broken due to archiving of the dissertation web.
Ph. D.
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37

Minor, Sarah M. "Beasts of the Interior: Visual Essays." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1554390195795843.

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38

Nisi, Valentina. "Location aware multimedia narratives." Doctoral thesis, 2008. http://hdl.handle.net/10400.13/1389.

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39

"The Effect of Story Narrative in Multimedia Learning." Master's thesis, 2018. http://hdl.handle.net/2286/R.I.51743.

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abstract: ELearning, distance learning, has been a fast-developing topic in educational area. In 1999, Mayer put forward “Cognitive Theory of Multimedia learning” (Moreno, & Mayer, 1999). The theory consisted of several principles. One of the principles, Modality Principle describes that when learners are presented with spoken words, their performance are better than that with on-screen texts (Mayer, R., Dow, & Mayer, S. 2003; Moreno, & Mayer, 1999).It gave an implication that learners performance can be affected by modality of learning materials. A very common tool in education in literature and language is narrative. This way of storytelling has received success in practical use. The advantages of using narrative includes (a) inherent format advantage such as simple structure and familiar language and ideas, (b) motivating learners, (c) facilitate listening, (d) oral ability and (e)provide schema for comparison in comprehension. Although this storytelling method has been widely used in literature, language and even moral education, few studies focused it on science and technology area. The study aims to test the effect of narrative effect in multimedia setting with science topic. A script-based story was applied. The multimedia settings include a virtual human with synthetic speech, and animation on a solar cell lesson. The experiment design is a randomized alternative- treatments design, in which participants are requested to watch a video with pedagogical agent in story format or not. Participants were collected from Amazon Mechanical Turk. Result of transfer score and retention score showed that no significant difference between narrative and non-narrative condition. Discussion was put forward for future study.
Dissertation/Thesis
Masters Thesis Engineering 2018
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40

Hsu, Pei-Jung, and 許珮絨. "A Study on the Narrative Effects of Embedded Multimedia Journalism." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/6j7v44.

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碩士
國立交通大學
客家學院傳播與科技學系碩士班
107
The digital transformation in journalism has almost become a trend, and many news media have tried to introduce innovations in the journalistic format through technology. Therefore, the importance of digital longform articles is getting concerned. This study explores the information processing of audiences in reading multimedia narratives, and compares the effects of embedded multimedia and traditional multimedia format on audiences’ knowledge gain, attitudes, emotional reactions, and narrative transportation. Moreover, individual differences (issue involvement and prior knowledge) are considered to see if they will affect the news information processing. A between-subject 3 (issue: labour/social/culture and art) × 2 (embedded multimedia/traditional multimedia) online was conducted. Although this study did not find any significant differences on knowledge gain and emotional reactions. Significant effects of multimedia narratives on attitude change were found within specific issues. In the case of general lack of prior knowledge on hard news, the study finds that the use of multimedia in news coverage may affect audiences’ comprehension and viewpoint of issues, which also creates effects that traditional narratives cannot achieve. Additionally, the narrative focus differences of different genres of issues may be potential factors affecting audiences’ information processing. Controversial issues and some issues that easily cause stereotypes of news figures or events are suitable for presentation in the form of embedded multimedia.
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41

Coelho, Sónia Múrias Mira. "Educação e imaginário: outras redes de sentido: narrativas ficcionais e linguagens multimedia." Doctoral thesis, 2007. http://hdl.handle.net/1822/6915.

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Tese de Doutoramento em Educação, área de Especialização em Tecnologia Educativa
No presente trabalho de investigação tenta-se compreender de que forma as transformações que ocorrem nos meios de comunicação actuais, interferem no modo como articulamos as narrativas, transmitidas por diferentes média, e de que forma interagem na interpretação e na recriação de novas narrativas, nomeadamente em contextos educativos. A reflexão centrou-se essencialmente na narrativa ficcional como principal expressão do imaginário, abordada no âmbito epistemológico da investigação em Educação, em particular em Tecnologia Educativa, nomeadamente nas teorias do hipertexto, da cibertextualidade e os recentes trabalhos sobre construção partilhada de saber e comunidades virtuais de aprendizagem. A transversalidade da área temática de investigação exigiu uma articulação entre as problemáticas comunicacionais e educativas e a fundamentação filosófica dos conceitos em análise, sobretudo no que concerne ao papel primordial das narrativas ficcionais na organização do mundo. Procurou-se compreender que lugar ocupa a narrativa ficcional na Educação, numa contemporaneidade atravessada por diferentes imagens, discursos e linguagens contraditórias. A pesquisa centrou-se numa metodologia de Estudo de Caso, que pretende ajudar a construir “redes de sentido” numa complexa teia cujos códigos ainda estão em construção.
The aim of this research is to understand how the changes that occur in the media interfere with the way narratives, transmitted by the different means of media, are articulated and also to explain in which way they interact with the interpretation and recreation of new stories, mainly concerning educational contexts. A reflection is focused mainly on the fictional narrative as the dominant expression of the imaginary which is studied in the epistemological approach of educational investigation in Educational Technology in particular, mainly in hypertext and cyber - text theories as well as in essays about building shared knowledge and virtual learning communities. The transversal nature of this research theme demanded an articulation of communicational and educative issues with the philosophical basis of the concepts in analysis, overall concerning the primordial role of the fictional narratives in the world organization. We tried to understand the role of the fictional narrative in Education crossed by a huge variety of contemporary images, discourses and contradictory languages. The research is centered on a Case Study method which aims to help building a “network of meaning” in this complex web in which codes are still in construction.
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42

"Overcoming Stigma Through Design: It’s My Party – A Multimedia Dance Theatre Production." Master's thesis, 2016. http://hdl.handle.net/2286/R.I.38787.

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abstract: This document analyzes the use of the Principles of Design within the applied project It’s My Party, a multimedia dance theatre production, as a means to address and overcome the stigmatization of the Human Immunodeficiency Virus (HIV). Through the orchestration of dance, music, props, acting, video, and spoken word, this interdisciplinary work investigates how these production elements synthesize into a transformative theatrical experience for audiences. Outlined in this document is the eight month design process. The process included concept design, assessing, processing, customizing the message, script development, rehearsals, and video production, and concluded with an evening length production. Analyzed through the structural narrative of The Hero’s Journey, this autobiographic work details the author’s HIV-positive (HIV+) coming out story from a restorative narrative perspective. By addressing the subject of HIV from a contemporary point-of-view, this project strives to reencode the troubling associations affiliated with HIV with an empowered and hopeful understanding.
Dissertation/Thesis
Masters Thesis Dance 2016
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43

Liu, Rui-Mei, and 劉瑞美. "Research on Integrating Multimedia Resources and Instructional Scaffolding to Enhance Narrative Abilities for Student with Multiple Disabilities." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/56107567952267948285.

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碩士
健行科技大學
資訊管理系碩士班
104
This study adopts an action research methodology, in which we target a fifth-grader with multiple disabilities. Utilizing multimedia resources such as digital storybooks and photos of daily life as a medium for scaffolding teaching methods, this study examines, after 32 periods of class, the ability to comprehend, narrate, and compose a story, with full-time recording to preserve student progress. The results indicate that the case subject has a remarkable success in learning after intervention. A notable capability for comprehending and delineating stories was observed compared to initial evaluation, and while the student may still mistake homophones and homographs or miss words in a sentence, critical plot elements are well described. This research presents suitable evidence that instructional scaffolding combined with multimedia resources is an effective method for educating students with multiple disabilities.
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44

Chen, Mei-Ling, and 陳美玲. "The Effect of Story Grammar Instruction with Computer Multimedia on Oral Narrative Ability of Children with Intellectual Disabilities." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/25554840692806565761.

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碩士
國立臺北教育大學
特殊教育學系碩士班
98
The purpose of the study was to investigate the effect of using story grammar instruction with computer multimedia to improve oral narrative ability of three fourth-grade students with intellectual disabilities. The single-subjects experimental design of multiple across subjects was used to evaluate the effect. The independent variable was story grammar instruction with computer multimedia, and the dependent variable was oral narrative ability, including main characters, setting, initiating events, proceeding events, and the ending. Every subject took three sessions in one week and totally took ten sessions. After the session, the researcher used a laptop recording equipment to collect language samples, then took the transcription and used the oral narrative rating scale to evaluate the effect. Interviewing a resource room teacher collected information about the effect after three subjects accepting instruction. The social validity of the study was based on the information of the resource room. The following were the results of the study: 1.The story grammar instruction with computer multimedia could improve subjects’ whole oral narrative performance immediately, and maintain the effects. 2.The story grammar instruction with computer multimedia could improve subject’s the sub-oral narrative ability immediately, including “main setting”, “initiating events”, “proceeding events”, “the ending”, and maintain the effects. But the study can explain the effect of “ main character” because the three subjects have the ability to state the main character of all or part of stories at baseline stage. 3.The resource room teacher and paraprofessional declare that after the story grammar instruction with computer multimedia, three subjects had more interest in language curricula. One of the subjects could tell a story more clear, the other subject could express routine more fluent, but the last subject did not have a significant improvement.
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45

Muñoz, Rafael Héctor. "Recurso multimedia para la enseñanza y el aprendizaje del tema Narrativas Transmedia para la asignatura Lenguaje Audiovisual del nivel medio." Master's thesis, 2015. http://hdl.handle.net/11086/2692.

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Trabajo Final (Especialización en Tecnologías Multimedia para Desarrollos Educativos)--UNC- Facultad de Ciencias Agropecuarias, 2015
Pretendemos lograr un trabajo cuyo propósito fuera la incorporación del uso pedagógico de las tecnologías de la información y comunicación (TIC) en el ámbito educativo, promoviendo la producción de nuevos saberes para la enseñanza y aprendizaje, estimulando la reflexión, particularmente de los alumnos de cuarto año del nivel secundario que cursan la materia Lenguaje Audiovisual. Planteando la problemática de las NT con una participación activa de los usuarios/alumnos como parte fundamental en el proceso de construcción y reelaboración de los contenidos. Uno de los principales objetivos de la AMW (APLICACIÓN MULTIMEDIA WEB) es fortalecer y afianzar los contenidos conceptuales de las narrativas transmediáticas correspondientes a una selección para el nivel secundario; pero también esta AMW tiene como objetivo un primer acercamiento a la temática con una herramienta pedagógica que estimule el aprendizaje de forma colaborativa y participativa.
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46

Choiu, Pei-Shan, and 邱佩珊. "Effects of the Scaffolding Instruction Combining with Multimedia on Oral Narrative Abilities of Students with Hearing Disability in Elementary School." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/bau42j.

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碩士
國立臺中教育大學
特殊教育學系碩士在職專班
102
The study was to examine, through 14 week’s experimental teaching, the effectiveness of Multimedia with the Scaffolding Instruction Combining on improving the oral narrative abilities of students with Hearing Disability in Elementary School. The multiple probe design across subjects from the single subject experimental design was chosen as the method of the study. The researcher carried on t Scaffolding Instruction Combining with Multimedia by systematically affecting three different daily life language teachings. The independent variable was the Scaffolding Instruction Combining with Multimedia. The dependent variable was the oral narrative abilities including the mean length of the utterance, the number of total words, the numbers of different words and the total number of the utterances. The findings of the study are summarized as follow: 1. The experimental teaching of the Scaffolding Instruction Combining with Multimedia enhanced the oral narrative abilities of the students with hearing disability in elementary school (1) Be able to effectively raise speaking ability immediately. (2) Be able to effectively promote the mean length of utterance immediately. (3) Be able to effectively promote the number of total words immediately. (4) Be able to effectively promote the number of different words immediately. (5) Be able to effectively promote the total number of utterances immediately. 2. The experimental teaching of Scaffolding Instruction Combining with Multimedia maintained the learning effectiveness of the oral narrative abilities of the students with hearing disability in elementary school (1) Be able to effectively keep the speaking ability. (2) Be able to effectively keep the ability of increasing the the mean length of utterance. (3) Be able to effectively keep the ability of increasing the number of total words. (4) Be able to effectively keep the ability of increasing the number of different words. (5) Be able to effectively keep the ability of increasing the total number of utterances. 3. Effects of Scaffolding Instruction Combining with Multimedia have obvious effect for students with Hearing Disability ,their parents undoubtedly agreed the effects having obvious preservation.The research had a high social validity. The author aslo discussed the research result,and proposed suggestions for students with hwaring disability as reference for future studies.
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47

Song, Wan-Ying, and 宋宛穎. "The Effects of Story Grammar Instruction using Multimedia Picture Books on Oral Narrative Ability of Junior High School Students with Mild Intellectual Disabilities." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/30416526195905112538.

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碩士
國立臺灣師範大學
特殊教育學系在職進修碩士班
101
The purpose of the study was to investigate the effect of using multimedia picture books on story grammar instruction to improve oral narrative ability of three ninth graders with mild intellectual disabilities. The single-subject experimental design of multiple across subjects was used to evaluate the effect. The independent variable was story grammar instruction, and the dependent variables were oral narrative ability, including main character, times, places, initiating events, proceeding events, and outcome. Each participant took three intervention sessions in one week, one story at a time, to a total of ten sessions. After each session, a laptop recording equipment was used to collect the participants’ language samples, the samples were then transcribed and a self-conducted oral narrative rating scale was used to evaluate the effect. The data were analyzed by visual analysis .Interviews with parents and leading teachers were conducted; information was collected and analyzed for social validity. The results were as fallow: 1.The story grammar instruction with multimedia picture books could improve participants’ whole oral narrative ability immediately, and maintain the effects. 2.The story grammar instruction with multimedia picture books could improve subject’s the sub-oral narrative ability immediately, including “main character”, “times”, “places”, “initiating events”, “proceeding events”, “outcome”, and maintain the effects. 3.The self-contained classroom leading teachers and all three parents declared that participants showed increasing interests and motivations on language learning after the intervention. On oral narrative ability, all three participants were claim to show improvement on daily language expression. According to findings, some suggestions were provided for the teachers and future researches.
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48

"Digital City: Visual Communication via Municipal Twitter Feed in the Urban Northeast." Master's thesis, 2019. http://hdl.handle.net/2286/R.I.53910.

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abstract: Contemporary cities are physical and virtual. This thesis describes the findings of a mixed-methods study concerning visual images of the city in the urban Northeast of the United States. I ground these approaches in existing literature concerning digital media, visual narrative, genre ecology, urban planning, and virtual places. The first part of the study analyzes the results of a survey in which 150 people responded to questions about social media use and the relationships between image type and the functions of social media in urban contexts. The second part of the study analyzes the results of coding one year of visual images tweeted by @CambMA, the municipal Twitter feed for the City of Cambridge, Massachusetts. These approaches required the development of new tools for analyzing visual communication and genre moves in specific media contexts. My research suggests that specific image types are suited for specific media functions in the context of visual communication in virtual urban environments and that some image types are especially effective in capturing and expressing the city. These findings provide potential strategies for municipal social media channels to consider in terms of how they communicate with their audiences.
Dissertation/Thesis
Masters Thesis Technical Communication 2019
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49

David, Ana Teresa Bispo. "Jornalismo transmediático : lógicas transmediáticas nas novas práticas jornalísticas : mais que uma história, uma experiência." Master's thesis, 2018. http://hdl.handle.net/10400.14/25747.

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A presente dissertação, pretende aplicar o conceito e as lógicas transmediáticas, existentes no entretenimento, ao contexto jornalístico atual, propondo uma reflexão acerca da possibilidade de integração destas práticas no ecossistema mediático, com vista a um jornalismo multimédia, multiplataforma e centrado no utilizador. Para isso, conceptualizamos as narrativas transmediáticas, estudamos as novas práticas jornalísticas, identificamos tendências na área e procuramos a convergência entre os dois prismas. Avaliamos, ainda, a recetividade da audiência e dos profissionais de jornalismo face a esta linguagem. A metodologia utilizada é de carácter qualitativo e foi concretizada a partir da análise de dois estudos de caso do jornalismo transmediático, de um focus group e de quatro entrevistas a profissionais do adotar jornalístico. Os dados recolhidos permitiram avaliar que alguns meios jornalísticos já se apropriam da transmedialidade na produção e distribuição de conteúdos informativos e que este modelo deve ser aplicado aos géneros jornalísticos ligados à investigação aprofundada. Concluímos, também, que o potencial destas práticas, junto da audiência, é elevado, não obstante, apesar de algumas destas lógicas serem aceites e até praticadas pelos meios de comunicação social portugueses, ainda se trabalha com vista a uma narrativa cross-media.
The present dissertation aims to apply the transmedia concept and logics, that exist in entertainment, to the current journalistic context, by proposing a reflection on the possibility of integrating these practices into the media ecosystem, towards a multimedia, multiplatform and user-centered journalism. Therefore, we conceptualize the transmedia narratives, study the new journalistic practices, identify the field’s tendencies and seek the convergence between the two prisms. Furthermore, we evaluate the audience’s, as well as journalism professional’s, receptivity to this language. The methodology used is of qualitative nature and was accomplished from the analysis of two case studies on transmedia journalism, from a focus group and from four interviews with journalism professional’s. The collected data allowed us to evaluate that a few journalistic media already employ transmediality in the production and distribution of informative content and that this model should be applied to the journalistic genres connected to in-depth research. We also concluded that the potential of these practices near the audience, is high, nevertheless, even though some of the logics are accepted and even employed by the portuguese media, we are still working towards a cross-media narrative.
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50

Dionísio, Mara Sofia Gomes. "Leveraging the transmedia entertainment-education framework to augment tourists` awareness of local values." Doctoral thesis, 2020. http://hdl.handle.net/10362/116444.

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