Dissertations / Theses on the topic 'Narrative design'
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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.
Full textWe 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.
Tessaro, Annye Cristiny. "Narrativas e games: um olhar do design literário-artístico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21522.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Humanity has always used narratives to communicate. Over the years, theorists have realized that there was a common basic structure and formulation in the narratives that allowed stories to perpetuate and adapt in order to form new stories. The contributions of Aristotle, Vladimir Propp and Jung, based on the observation of a varied corpus of tales and fables, enabled the scholar Joseph Campbell to elaborate a narrative structure called “Hero’s Journey”, an elliptical and evolutionary cycle in which the central axis is the hero (and also its variations, such as the anti-hero). This structure is widely used in the construction of contemporary narratives which paved the way for writers such as Vogler and Mckee allowing them to propose it’s adaptation centered on the protagonist-hero for literature and cinema. From the 1970s, with the evolution towards an interactive possibility, the entertainment industry began to incorporate, although modestly, the narrative as a possibility to improve the immersion in games using, most of the time, the Writer’s Journey (structure adapted by Vogler) as a parameter for the construction of narratives in games. However, it is essential to realize that games have specific peculiarities, besides a high content of interaction differing from other media and, therefore, its structure can not be conceived in the same way as it was proposed by Vogler, requiring an adaptation which addresses such particularities. In addition, usually professionals who engage in storytelling for games are screenwriters (which does not seem to be the most appropriate because the art of narrative goes beyond the script), or are writers (who mostly lack specific knowledge and qualification in the games area). Considering what was stated above, we argue for the adoption of a Narrative Designer (term created in 2006 by Game Designer Stephen Dinehart) to designate this professional whose knowledge involves multiple skills – such as programming, art and writing – combining the areas of Narratology, Ludology, and Game Design. Thus, the purpose of this thesis is to investigate conventional narrative structures and how they are presented in games, which are the elements and tools that can help the narrative designer in the creative process
A humanidade sempre se utilizou de narrativas para se comunicar. Ao longo dos anos, os teóricos perceberam haver nas narrativas uma estrutura e uma formulação básica comum que propiciava que as histórias se perpetuassem e se adaptassem formando novas histórias. As contribuições de Aristóteles, Vladimir Propp e Jung, fundamentadas com base na observação de um corpus variado de contos e de fábulas, possibilitaram ao estudioso Joseph Campbell elaborar uma estrutura narrativa denominada “Jornada do Herói”, um ciclo elíptico e evolutivo no qual o eixo central é o herói (e também suas variações, tal como o anti-herói). Essa estrutura é amplamente utilizada na construção de narrativas contemporâneas e abriu o caminho para que roteiristas como Vogler e Mckee propusessem sua adaptação centrada no protagonista-herói para a literatura e o cinema, Com a evolução das possibilidades interativas, a indústria de entretenimento passou a incorporar, a partir da década de 1970, ainda que modestamente, a narrativa como possibilidade de refinar a imersão nos games utilizando, na maioria das vezes, a Jornada do Escritor (estrutura adaptada por Vogler) como parâmetro para construção das narrativas em games. No entanto, é essencial que se perceba que os games possuem particularidades específicas, além de um alto teor de interação diferenciando-se das outras mídias e, portanto, sua estrutura não pode ser concebida da mesma forma como foi proposto por Vogler, requerendo uma adaptação que contemple tais particularidades. Além disso, geralmente os profissionais que se dedicam à arte narrativa para games ou são roteiristas (que não parece ser o mais adequado, pois a arte narrativa vai além do roteiro), ou são escritores (que em sua maioria não possuem conhecimento e qualificações específicas na área de games). Diante do exposto, defende-se a adoção de Designer de Narrativas (termo criado, em 2006, pelo Game Designer Stephen Dinehart) para designar esse profissional cujo conhecimento envolve múltiplas habilidades – como programação, arte e escrita – combinando as áreas da narratologia, da ludologia e do Game Design. Sendo assim, a proposta desta tese é investigar as estruturas narrativas convencionais e como elas se apresentam nos games, quais são os elementos e as ferramentas que podem auxiliar o designer de narrativas no processo criativo
Forsberg, Liam, and Simon Östman. "Narrative structure in Persona 5 : Limiting narrative paradoxes." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449161.
Full textEn narrativ paradox inträffar när ens upphävande av misstro fallerar på grund av en spänningmellan narrativets brådskande karaktär och behörigheten som spelaren har för att utövaicke-narrativa aktiviteter. I denna text gör vi en närläsning av TV-spelet Persona 5 för attundersöka vilka element som används för att begränsa eller undvika narrativa paradoxer.Analysen bestod utav en kategorisering av spelets händelser och därefter valdes några fåicke-obligatoriska händelser från spelet till en djupgående analys. Detta tjänade till att ta redapå vilken begäran: spelarens behörighet, narrativets brådskande karaktär, eller båda,händelserna motiverar genom dess narrativ. Vi introducerar konceptet intrigbubbla som ettverktyg till att skapa narrativa strukturer som är mindre benägna att orsaka narrativaparadoxer i kombination med relevanta narrativa element. Den narrativa strukturen ochverktygen i Persona 5 används som praktiska exempel för hur sådana designval kan motiveraspelaren att agera i enlighet med den narrativa kontexten, samt att stödja denna begärangenom handlingarna som finns tillgängliga i spelvärlden.
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.
Full textElliott, John. "D.H. Lawrence and narrative design." Thesis, University of St Andrews, 1990. http://hdl.handle.net/10023/141.
Full textBRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.
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Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
Machado, Ludmila Ayres. "Design e narrativa visual na linguagem cinematográfica." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-26032010-142901/.
Full textThis thesis, Design narrative and visual language in film locates the origins of cinema and design in the project of modernity trying to understand the role that the modern artist should play in this world of change and ambiguity that has beginning in the nineteenth century. The intent is to discover how new forms of representation, consumption and entertainment converged to the discourse of visual language film. The work makes some considerations about the technical resources of the cinema in order to clarify the discussion of visual narrative. In the text about the origins of the design, mentions the foundation of the Bauhaus in the context of redefining the role of artistic thought and craft in the face of mechanical serial production. The thesis proposes the Bauhaus as a point of convergence of the theoretical formulation, the implementation and practice and the creative act that would lead to the development of design in the twentieth century. Explains the change of the idea of the pictures as a graphic related to the abstract form, in order to the idea of a picture as an active project: intuition of constructive relations or space in the object. It is made an investigation of the image and design aspects in the process of filming of the production designer Alex McDowell. Four movies he designed have also been analyzed: Breaking and Entering, The Terminal, Minority Report and Charlie and the Chocolate Factory. These movies are not mentioned following a chronological order; the criteria was narrative and aesthetic. A line of the analysis of these selected movies begin at the representation of contemporary reality of Breaking and Entering; then goes to the experience of The Terminal in which part of an airport was built in the studio ; and is broken by the science fiction of Minority Report. Finally it ends with the fantasy movie of Charlie and the Chocolate Factory.
Elliott, John. "D. H. Lawrence and narrative design /." St Andrews, 1991. http://hdl.handle.net/10023/141.
Full textHale, Bonnie. "When shape becomes a sign: narrative design in creative nonfiction." Thesis, University of North Texas, 2002. https://digital.library.unt.edu/ark:/67531/metadc3091/.
Full textVenkataraman, Hemalatha. "Narrative Probes in Design Research for Social Innovation." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524135294341671.
Full textBesserud, Keith Roland. "Architecture and narrative : an exploration." Thesis, Georgia Institute of Technology, 1986. http://hdl.handle.net/1853/23783.
Full textWingler, Peter A. "The narrative force of sound." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337641.
Full textDepartment of Telecommunications
Ayers, Abigail E. "The Collaborative Nature of Designing Narrative VR Applications." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587130850965235.
Full textDunten, Stacey. "Remembrance: An Object-Driven Narrative." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555606495788712.
Full textStreck, Melissa. "Análise da influência dos personagens sobre a experiência de games narrativos : um estudo de caso de vínculos emocionais com o jogo portal." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/115301.
Full textThe research presented in this dissertation has its object the characters in games. The goal was to understand the influence of the characters on the emotions of the game experience, taking into account issues relating to carracterização, performance and the role of teachers in the thread of the narrative. For this, an analysis of the narrative structure of the game Portal (Valve Co., 2007) and a qualitative empirical study of the emotional bonds of the players during the game experience was performed. Besides its great success and popularity, this game was chosen because of the importance of the NPC, whose manifestations construct the narrative. The survey found consistency between theories about characters’development, as well as on narrative and emotion, and the experience of players. Furthermore, it was found that the emotional bonds of the players who participated in the study differed in times of high and low tensions and converged in the passages of intermediate twnsions. The visualization of the narrative structure of the game Portal and its comparison with the markings made by players in several passages of the game contribute to a better understanding of the relationship between the variation of emotional bonds and the moments of the narrative, highlighting the relationship between the player and the NPCs.
Helms, Karey. "The Family Circuit : A New Narrative of American Domesticity." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-91169.
Full textGausepohl, Kimberly Ann. "The Storytelling + Design Framework: Design Guidance for the Concept Phase of Medical Device Design." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/38579.
Full textPh. D.
Dodd, Jacob Adam Joseph. "Beyond Narrative." VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd/1489.
Full textSmith, Catherine Dorothy. "Germinant design practice : a do-it-yourself narrative." Queensland University of Technology, 2008. http://eprints.qut.edu.au/19153/.
Full textSama, Jose Marcos. "Narrative light : the design of a monastic retreat." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/78992.
Full textIncludes bibliographical references (leaf 28).
This thesis is the design of a monastic retreat on Cumberland Island, off the coast of Georgia. The island serves as the source of the generative concept that organizes the sequence of spaces within the monastery. The thesis proposes that light possesses the capacity to reinforce the generative concept. This capacity might be called a narrative use of light in which light tells us of the intentions behind the concept. A narrative use of light is expressed in Louis Kahn's design for the Unitarian Church in Rochester, New York. Kahn employs the light to evoke a sense of roundness within the square central room. By this simple move, Kahn has softened the comers, thus retaining the essence of his initial concept which depicts the space as a circular room. His attitude towards the light tells us of the generative concept. The thesis is composed of three sections. The first describes a walk through the island which collects impressions about the nature of the island. The second section describes how impressions of the island have been transformed into architecture, and how light tells a story, as one walks through the buildings. As a reference, religious buildings by Tadao Ando and Jorn Utzon are evaluated in the third section, as additional sources for creating a narrative with light.
by Jose Marcos Sama.
M.Arch.
Friedman, Laurie E. "Architecture that inspires fantasy : narrative and design explorations." Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/73760.
Full textMICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.
Includes bibliographical references (p. 125-127).
The subject of this thesis is architecture that inspires fantasy and the important role that various buildings play in helping us understand and gain insight into both the physical and social contexts in which they exist. A collection of five fantasy-inspiring buildings. constructed during different decades and in different cities will be examined. Each will be the subject of both a short story revealing one viewer's fantasy, and a critical analysis that reflects upon the story by discussing specific building characteristics that spark the viewer's imagination. From these narrative studies will emerge design criteria and strategies for architecture that inspires fantasy to then be utilized in a design of a restaurant for the nuclear age.
by Laurie E. Friedman.
M.Arch.
Valdes, Marius I. "The Unwantables: An Exploration of Visual Narrative." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1378.
Full textJi, Zheng. "Disjunction of narrative space." Virtual Press, 2004. http://liblink.bsu.edu/uhtbin/catkey/1305455.
Full textDepartment of Architecture
Taeger, Stephan D. "Using Narrative Distance to Create Transformative Learning Experiences." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7359.
Full textSidén, Maya, and Amanda Cohen. "The Relationship Between Survival Mechanics and Emergent Narrative." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445087.
Full textTallyn, 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.
Full textPrisco, Lauren. "Immersive Theater & The Physical Narrative." VCU Scholars Compass, 2017. http://scholarscompass.vcu.edu/etd/4896.
Full textValle, 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/.
Full textThe 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.
Tuppurainen, Pekka. "Thinking in design : principles of design and narrative as creative music production tools." Thesis, Kungl. Musikhögskolan, Institutionen för musik- och medieproduktion, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-1401.
Full textBilaga: 1 audio-CD och 1 data-CD
Norris-Reeves, Suzie. "Constructing a narrative of fashion practice as inquiry." Thesis, Royal College of Art, 2014. http://researchonline.rca.ac.uk/1662/.
Full textAbreu, Bebel. "Expografia brasileira contemporânea: Rio São Francisco navegado por Ronaldo Fraga." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/16/16136/tde-27062014-151154/.
Full textCultural exhibitions are mass consumption products in cities entertainment program. In the last two decades, such exhibitions in Brazil have attracted na increasing flow of financial resources, public as well as private. To analyze processes of conception, project, and execution of narrative exhibitions, one needs to consider the roles of its main players -- the curator (or organizer) and the scenographer (or architect, or designer) -- in the context of the relocation of the exhibit\'s focus from the collection to the public, of broadening and diversification of themes of interest for the exhibit, and of their transformation in a interdisciplinar activity. This thesis intends to contribute to the study of Brazilian cultural exhibits as information, education and entertainment tools. It reviews the history of exhibits in the world and in Brazil, and presents a overview of the contemporary national scenario. Furthermore, it approaches the constitutive elements of the narrative language inherent to exhibits, and analyses the exposition Rio São Francisco navegado por Ronaldo Fraga (Ronaldo Fraga Navigates the San Francisco River), recognizing it as a distinguished example of such cultural events.
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.
Full textCrisman, Jonathan. "Approximate translation : media, narrative, and experience in urban design." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79149.
Full textThis 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.
Kybartas, Ben. "Design and analysis of ReGEN a narrative generation tool." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119760.
Full textLa génération procédurale d'histoire dans les jeux vidéo commerciaux permettre d'étendre le « gameplay » et d'approfondir l'univers du jeu à bas coup. Les jeux commerciaux qui utilisent ce genre de technologie le font de manière simpliste dont le résultat est souvent répétitif et ennuyeux. Nous avons développé un système qui crée des histoires procéduralement, ce système utilise une représentation de l'univers graphique (graphe) et réécrit cette structure afin de la faire évoluer. Cette représentation permet à notre système de comprendre l'univers, d'y modifier ce dernier et du fait créer des histoires qui respectent l'univers. Les histoires générées par le système sont validées afin d'assurer qu'elles sont logiques. De plus, nous avons défini des procédures innovatrices afin de mesurer la qualité des histoires générées. Ceci est accompli par l'entremise d'analyse de graphe. Ces procédures sont utilisées afin d'assurer une qualité minimale lors de la génération d'histoires. Par la suite, nous examinons les relations entre les histoires générées et la grandeur de l'univers ludique. Afin de valider notre approche, nous avons comparé nos histoires procédurales à d'autres systèmes procéduraux et d'histoires de jeux vidéo générées par la plume d'auteur. Nos résultats montrent que notre système se compare favorablement avec les histoires venant d'auteur humain. En sommes, notre approche permet d'analyser et mesurer des histoires en plus d'offrir une approche pratique et fonctionnelle à la génération procédurale d'histoire.
Comer, Kathryn Bridget. "From Private to Public: Narrative Design in Composition Pedagogy." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313075298.
Full textRonda, Kelly M. "De_Fragmentation: Translating the Ruinous Narrative in Adaptive Reuse Design." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306500876.
Full textBirri, Nicole L. "A Personal Narrative Intervention for Adults with Autism and Intellectual Disability: A Single Subject Multiple Baseline Design." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1539079809808646.
Full textWeilein, Lucia. "Transforming Narratives." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3079.
Full textPapworth, Sofia. "Storytelling through Gameplay : Dimensions of AI Design for Narrative Purposes." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-115769.
Full textNemoto, Nilsson Rebecka Mirai. "Crisis Retold : A Design Research Project Exploring the Narrative of War Crisis in Sweden." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86078.
Full textLaitinen, 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.
Full textPrevious 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.
Joar, Hedvall, and Claesson Charlie. "Character description by the use of level design and game mechanics : A study on how to convey a character based narrative within a game." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260644.
Full textDenna studie är en utredning av möjligheterna att skapa spelnivåer som förmedlar en karaktär och dess personliga berättelse med användning av tre level design metoder. De använda metoderna är: användning av mindre objekt och detaljer, användning av spelarens personliga referenser och minnen samt att ha ett tydligt mål för spelaren. Resultaten samlas in genom kvalitativa intervjuer med deltagarna i studien och analysera hur deltagarna tolkar berättelsen i spelets nivåer som var designade med hjälp av dessa tre level design metoder. Denna studie använder spelet Project Rewind för testerna, detta spel var delvis utvecklat för denna studiens ändamål. Test resultaten visar att spelaren tog upp mer information genom kluster av mindre visuella föremål, och memorerade interaktiva objekt mycket bättre än de stillastående objekten. De använde också sina egna personliga och kulturella referenser, minnen och stereotyper när de analyserade objekten i nivåerna för att skapa en bild av karaktären presenteras för dem. Baserat på de resultat som vi fått från undersökningen fann vi att det är viktigt att ha ett tydligt demografiskt mål, vilket är viktigt när man utformar en berättelse i en spel nivå som ska vara lätt att förstå. Detta är på grund av varje spelare har sina egna personliga referenser, vissa saker kan uppfattas på olika sätt beroende på vad för referenser man har. Test resultaten visar också att de tre level design metoderna som nämndes tidigare kan till en viss grad bli använda för att förmedla ett narrativ när man använder dem för att designa en nivå.
Wu, Pei-Ying. "Visualising Wyndham Lewis's Enemy of the Stars as theatrical narrative." Thesis, University of Brighton, 2008. https://research.brighton.ac.uk/en/studentTheses/e3d1a310-850a-47d0-a35b-243ff3af4902.
Full textGarman, Keli L. "The Art of Designing a Meaningful Landscape through Storytelling." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32181.
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Smith, Anthony N. "Media contexts of narrative design : dimensions of specificity within storytelling industries." Thesis, University of Nottingham, 2013. http://eprints.nottingham.ac.uk/28824/.
Full textStratfold, Matthew Peter. "Investigation into the design of educational multimedia : video, interactivity and narrative." Thesis, Open University, 1994. http://oro.open.ac.uk/56468/.
Full textJamieson, Claire. "NATØ : exploring architecture as a narrative medium in postmodern London." Thesis, Royal College of Art, 2015. http://researchonline.rca.ac.uk/1683/.
Full textHemberg, Max, and Ludwig Josefsson. "Architecture as Narrative in First Person Level Design : A Reading of Mirror’s Edge Catalyst." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447887.
Full textDen digitala spelindustrin utvecklas snabbt i samband med teknologiska framsteg. Detta resulterar i förutsättningar för speldesigners att utveckla utförliga virtuella världar för deras spelare att utforska. Genom att erkänna den välutvecklade erfarenheten erhållen av arkitekter i deras arbete att konstruera världens samhällen, antar sig detta kandidatarbete tvärvetenskaplig forskning. Relationen mellan arkitektur och level design används här för att främja förståelsen för arkitektoniskt utrymme inom videospel som utspelar sig i första person. En textanalys är utförd på Mirror’s Edge Catalyst med syftet att undersöka olika möjligheter för arkitektur att bidra till narrativ inom spel. Denna analys aspirerar till att förhålla sig till målet av en prejudikatstudie som tillåter arkitekter att förstå och analysera komponenter inom en arkitektonisk komposition. Kandidatarbetet vägleds av forskningsfrågan ”Hur kan arkitektoniskt utrymme användas för att stödja ett narrativ i banor från första-persons videospel?”. Forskningen visar att den förväntade spelupplevelsen inom en bana styr den arkitektoniska kompositionen. Horisontella och vertikala ytor används för att definiera utrymme medan deras form och sammansättning ger plats åt banans narrativ. Det uppdelade utrymmet placeras sedan in i linjära eller centraliserade organisationer vilket styrker den narrativa upplevelsen som etableras. Under dessa organisationer placeras storslagen arkitektur, vilket ger upphov till scener vars syfte är att underlätta kommunikationen av fokuset inom narrativet.
Ionascu, Adriana. "Poetic design : a theory of everyday practice." Thesis, Loughborough University, 2010. https://dspace.lboro.ac.uk/2134/6965.
Full textThorén, Sebastian. "Designing for fearful experiences within an interactive narrative." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22161.
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