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1

Zacrison, Lovisa. "London till Aleppo på sekunder. En visuell analys av retoriken i Rädda Barnens kampanjfilm Most Shocking Second A Day." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24004.

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Denna uppsats syftar att undersöka hur, i digital storytelling, visuell retorik används för att förmedla känslor och skapa empati i hjälporganisationskampanjer. Uppsatsen är en fallstudie där Rädda Barnens virala kampanjfilm Most Shocking Second a Day från 2014 analyseras. Valet av material grundas i filmens virala spridning och valet av metod baseras på behovet av djupgående kvalitativ forskning inom forskningsområdet digital storytelling. Kampanjfilmen analyseras utifrån en retorisk trestegsmodell där fokus läggs på visualiseringen av mänskligt lidande och hur detta visualiseras genom främst patosargument. Detta med grund i tidigare forskning som undersöker kampanjer av hjälporganisationer och digital storytelling samt med stöd i teori om visuell retorik och visualisering av lidande och semiotik. Resultatet visar att genom digital storytelling, igenkänningsattribut och retoriska troper visualiserar kampanjfilmen mänskligt lidande genom patos.
This essay aims to look at how, in digital storytelling, visual rhetoric is used to evoke emotion and create empathy in campaigns for NGOs. The essay is a case study where Save the Children's campaign film Most Shocking Second a Day from 2014 is analyzed. The film was chosen based on its viral success. The choice of method is based on the lack of qualitative research in the research field of digital storytelling. The film is analyzed based on a method of visual rhetoric analysis which is a three-part method with the focus on the visualization of human suffering and the use of pathos. This is done with support in earlier research that examines NGO campaigns and digital storytelling as well as visual rhetoric theory and visualization of human suffering. The result of the this research essay shows that the campaign film through the use of digital storytelling recognized attributes and rhetoric tropes visualize human suffering through pathos.
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Eriksson, Ewa. "Storytelling ur ett användarperspektiv : Vilka faktorer styr upplevelsen." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-18925.

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Denna uppsats baseras på en undersökning där en jämförelse gjorts mellan serie- och filmformatet. Syftet med denna studie var att undersöka om kombinationen av bild och ord i serieformat kan användas som informationsbärare för till exempel elektroniska medier. Samt att undersöka vilka faktorer som påverkar användarens upplevelse utifrån en presentation via serie- ochfilmformatet. Frågor som ställs i studien är hur serieformatet upplevs som bärare i kommunikationssyfte, och vilka faktorer som påverkar användarens upplevelse av serie- och filmformatet. För studien valdes en kvalitativ metod i form av semistrukturerade intervjuer. För den jämförelse undersökningen baserades på valdes en instruktionsfilm som visar hur en hjärtstartare fungerar. Vidare konverterades instruktionsfilmen genom att välja ut bestämda bilder som tillsammans med text bildade en folder där instruktionsfilmen presenteras i serieformat. Undersökningen genomfördes under två dagar där två olika grupper av respondenter fick studera de två formaten. Intervjumaterialet analyserades, kategoriserades och tolkades utifrån olika faktorer som tagits fram ur teoriavsnittet. Studiens resultat visade att serieformatet behövde ett komplement för att effektivt kommunicera ett budskap. Serie- och filmformatet kan stå ensamma i olika syften men i denna studie bör de komplettera varandra. Vidare visade studien att syfte och målgrupp är viktiga faktorer för hur serieformatet fungerar i ett kommunikationssyfte. Text, bild och deras samband är viktiga faktorer för hur det serie- och filmformatet upplevs. Berättelsen spelar en stor roll där dramaturgin är en faktor som upplevs främst i filmformatet.
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Rundqvist, Lina, and David Sindemark. "En organisation i visuell förpackning : Ett projekt kring utformning av informativa budskap." Thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-33872.

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The student union of Karlstad University is always working for the better for the students, so they can feel safe and that their time at the university is trouble free. To get the students to sign up for a membership, the organization have to inform the students about their work and the benefits that a membership brings. The problem is that the target audience is broadbecause there are all students at Karlstad University that are of different sexes, ages and nationalities, this can cause problems when the information must be adapted to each individual in order to make it interesting. The organizations various work areas have not reached the entire audience and therefore requires an information film in which all the areas can be presented in an attractive way that makes it easy for the audience to absorb the information. A strong trend in the world of information films are the so called infographics. These types of animated information films tend to involve and interest people because they consist of elements such as color, illustrations, music and so on. The project is based on theories of perception, narrative, color, illustrations, audio and metaphors. These theories are complemented by a focus group study, which all together results in an infographic movie that represents the organization.
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Lehmann, Henrik. "Vad kommer hända Bambi? En visuell analys om förväntningar i reklamfilmen Bambi." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22819.

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Uppsatsen syftar till att undersöka hur företag använder sig av narrativ och form i reklamfilmer för att forma en publiks förväntningar och marknadsföra en produkt, med hjälp av frågeställningen “På vilka sätt kan förväntningar för en viss publik skapas genom narrativ och form samt förkunskap och genre i reklamfilmen Bambi (2001), och hur använder sig Sony detta för att sälja en produkt?”. Materialet, en film som gör reklam för spelkonsolen Playstation 2, analyseras genom en visuell analys, kombinerat med en film- samt narrativ analys. Undersökningen resulterade i konstaterandet att filmskaparna har, med hjälp av narrativ, filmtekniska metoder som bild och ljud, samt tidigare erfarenheter av reklamfilmer, försökt forma en viss publiks förväntningar i syftet att sälja en spelkonsol.
The purpose of this thesis is to analyze how companies are using narrative and form in commercials in order to shape an audience's expectations and market a product, with the thesis question “In which ways can expectations for a certain audience be created through narrative and form as well as prior knowledge and genre in commercial Bambi (2001), and how is Sony using this to sell a product?”. The material, a film to market gaming console Playstation 2, is being analyzed through a visual analysis, combined with a film- and narrative analysis. The thesis resulted in the finding that the creators have, with the help of narrative, film technical methods such as picture and sound, as well as prior knowledge of commercials, tried to form a specific audience’s expectations with the purpose of selling a gaming console.
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Danckwardt-Lillieström, Ebba, and Steffanie Johansson. "Berätta för att lära : Tell to Learn." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176989.

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Berättelser har funnits i urminnes tider där de använts för underhållning samt ett sätt att förmedla lärdomar. Alla berättelser bygger på någon typ av storytelling som innefattar en rad olika principer för att lyckas fånga mottagaren på olika sätt. Genom att fånga mottagarens intresse via text, ljud eller bild kan skaparen formulera ett budskap på ett fängslande sätt. Berättelser vill i många fall förklara verkligheten, stärka den moraliska kompassen eller väcka känslor inom oss. Att väva in lärdomar i berättelser kan leda till väckt empati och med stor sannolikhet nya beteenden om berättelsen lyckas fånga mottagarens uppmärksamhet. Syftet med denna studie var att utforma en visuell berättelse om en tomats livscykel anpassad till barn i åldern 2-6 år, för att på ett underhållande sätt öka medvetenhet kring livsmedlets resa till tallriken.

Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet

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Nordqvist, Karin. ""That's what social media is all about - engagement" : Hur märkesinnehavare använder visuell storytelling på Instagram för att skapa märkesgemenskaper." Thesis, Stockholms universitet, Institutionen för mediestudier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-131074.

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Utvecklingen av sociala medier såsom t.ex. Facebook och Instagram har inneburit nya möjligheter att kommunicera sin livsstil och sina personliga val, som överskrider såväl kulturella som geografiska gränser. Nya gemenskaper skapas. Detta får betydelse för hur konsumenter kommunicerar med varandra samt hur märkesinnehavarna kommunicerar med sina kunder. Syftet med min studie är att undersöka hur en märkesinnehavare inom mode använder sociala medier, i detta fall Instagram, i sin kommunikation med kunderna för att skapa engagemang kring sitt varumärke. Aktuell forskning visar att värde i varumärket skapas genom en ömsesidig kommunikation mellan märkesinnehavaren och konsumenterna. Kommunikationen sker både mellan märkesinnehavare och konsumenter samt mellan konsumenterna i en märkesgemenskap. Storytelling är ett verksamt medel i denna meningsskapande process. En semiotisk analys användes för att analysera bilderna och hur de bidrar till märkets storytelling. Resultatet visar att Instagram ger märkesinnehavare och konsumenter möjlighet att gemensamt skapa värde. De tekniska funktionerna i applikationen gör det lätt för märkesinnehavare att interagera med sina konsumenter och skapa en dynamisk märkesgemenskap. På Sabo Skirts instagramkonto är märkesinnehavaren och följarna tillsammans märkets författare. Följarna använder kläderna och ger dem betydelse i sin egen vardag samtidigt som märkesinnehavaren skapar möjligheter för dem att synas på ett instagramkonto med 1,5 miljoner följare. Detta kan tolkas med hjälp av teorin uses and gratifications som säger att användningen av media alltid är målinriktad. Människor väljer aktivt media efter vilka deras behov är och hur väl användningen tillfredsställer dessa behov.
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Jonsson, Julia, and Sandra Johansson. "En del av någonting större : En kritisk retorisk analys av Polismyndighetens reklamkampanj ”Välkommen till en större uppgift”." Thesis, Jönköping University, HLK, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-51959.

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Hur kan offentliga organisationer arbeta med kommunikation för att motivera människor att söka sig till yrken som innebär risker? På en arbetsmarknad där arbetsgivare tävlar om de bästa medarbetarna behöver organisationer förmedla sitt arbetsgivarvarumärke på ett sätt som lockar medarbetare till verksamheten. Trots denna kunskap är det fortfarande få offentliga organisationer som arbetar med att marknadsföra sitt arbetsgivarvarumärke (Parment & Dyhre, 2009, s.53). Det finns i dagsläget begränsad forskning om hur offentliga organisationer kan arbeta med kommunikation för att attrahera medarbetare till yrken som innebär risker. Mot denna bakgrund togs beslutet att studera Polismyndighetens senaste reklamfilmer som har till syfte att attrahera medarbetare till organisationen. För att kunna synliggöra kommunikativa strategier som används för att övertyga mottagaren valdes den kritiska retoriska analysen som metod. Genom analysen och det teoretiska ramverket bestående av retorik, Maslows motivationsteori, storytelling och employer branding kunde olika kommunikativa strategier, som Polismyndigheten använder för att kommunicera sitt arbetsgivarvarumärke och för att attrahera medarbetare, synliggöras. De strategier som analysen synliggjorde utgörs av berättande, användningen av de tre appellerna logos, ethos och pathos, hemlighållande av avsändaren, representation av olika karaktärer samt användandet av motivationsfaktorer i syfte att attrahera en bredare målgrupp.
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Melin, Matilda. "Hur visuellt material används för att påverka känslor och upplevelser i stunden : En analys av nio Instagraminlägg på temat välmående." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43958.

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I denna uppsats undersöks och analyseras nio Instagraminlägg på temat välmående utifrån teorin om visuell perception och visuellt berättande. Syftet är att undersöka hur företag, med Instagraminlägg på temat välmående, kan ge personer verktyg att förbättra sitt eget välmående. Frågeställningen som uppsatsen söker svar på är; Hur kan Instagraminlägg på temat välmående användas för att påverka känslor och upplevelser positivt i stunden? En kvalitativ fokusgruppsintervju används för att undersöka fyra individers upplevelser och känslor kring inläggen. Resultatet av undersökningen visar att ansiktsuttryck är ett bra medel för att få deltagarna att reflektera över sitt eget mående. När ansiktsuttrycken inte passar ihop med text och sammanhang upplevs inlägget som förvirrande även om färgerna i sig kändes lugnande eller upplyftande. Till vidare forskning hade det därför varit intressant att undersöka mer kring hur och varför ansiktsuttryck påverkar välmåendet.
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Bodley, Brittany Dee. "Visual storytelling through costume design." Thesis, University of Iowa, 2012. https://ir.uiowa.edu/etd/2825.

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Malmborg, Beatrice, and Sebastian Ruther. "Visuellt narrativ i spelmiljö." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16435.

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Detta kandidatarbetet handlar om visuella stilar och utseende i spelmiljö och hur detta kan påverka narrativet i ett spel. För att undersöka vår frågeställning har vi tittat på hur narrativ förmedlas i text, film och reklam, och hur samma metoder kan tillämpas i för att berätta med hjälp av spelmiljö. Vi har sedan testat dessa tillvägagångssätt genom att skapa ett digitalt fantasyspel som är fokuserat på just narrativ. Metoder som vi har använt oss av är Kanban för dess struktur i en produktionsmiljö, Matter Matters och Agentiell Realism för den vikten som de lägger på materialen och objekten som finns spelet och Moodboard för att till en början visualisera en projektide i sin helhet och senare att ta inspiration från. Vår designprocess var ett långt prövande på vår idé och konceptet på hur spelet skulle se ut. Vi utförde vår idè tillsammans med två andra grupper med egna undersökningar och idèer och sammanställde projektet  på ett sätt som var tillfredsställande för oss alla. I diskussionsdelen tar vi upp frågeställningens utveckling och projektets potentiella framtid.
This Bachelor thesis is about visual styles and the appearance of the game environment and how this can affect the narrative of a game. To investigate our issue, we have examined how narrative is communicated in text, film and advertising, and how the same methods can be applied in order to tell using game environment. We then tested these approaches by creating a digital fantasy game focused on narrative. Methods that we have used are Kanban for its structure in a production environment, Matter Matters and Agent Realism for the importance they attach to the materials and objects within the game and Moodboard to initially visualize a project in its entirety and later to inspire the projekt further. Our design process was a trial of our idea and our concept of how the game should look. We conducted our idea together with two other groups with their own investigations and ideas and compiled the project in a way that was satisfactory to all of us. In the discussion section we discuss the development of the research question and the potential future of the project.
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Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.

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Karlegrund, Robin, and Fabian Åkesson. "Visuellt berättande i Digitala Spel : Virtuella spelmiljöer och deras berättelser." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12175.

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I kandidatarbetet granskar vi hur berättande i digitala spel kan ske genom enbart visuella medel, varav text är exkluderat. Syftet med denna artikel är att utforska och skapa en förståelse för hur olika berättarverktyg kan inverka på hur spelaren upplever, tolkar och sammansätter ett narrativ baserat på sin omgivning. För att en undersökning skulle kunna ske utformade vi två gestaltningar i form av spelmiljöer där vi använde oss av olika metoder för berättande i varierande grad. Speltester utfördes med hjälp av medietekniska studenter från olika inriktningar vilket resultaten sammanställdes från, och reflekterades kring effekten de utvalda berättarverktygen haft.
In this bachelor thesis we examine how narration in a digital game can be accomplished through visual means exclusively, written text excluded. The purpose of this article is an exploration in understanding of how different tools for narration can affect how the player experience, interpret and compile a narrative based on their surroundings. The analysis was made possible through the formation of two game environments, to which we applied different methods of narration to varying degrees. Game tests were performed with the help of undergraduates in media technology from different fields, where of the results were compiled from and we reflect upon the effect our chosen narrative tools had.
Far Away
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He, Yin. "Immersive Storytelling for Environmental Communication." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158200.

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As one of the earliest attempts to apply immersive technology in environmental communication, this design research project tries to answer the following research question: how do we communicate the connections between food-related behaviors and environmental impacts through immersive storytelling? During the project, an immersive story called "Trik’s' Party" for dome shows and a journey map of an immersive visitor experience are created. These design outcomes and this paper are built on the knowledge of scientific findings, communication methods, content creations, and service design. To support the creation process, new sketching, storyboarding and prototyping methods were developed for dome content creations. The core message of this paper is that effective environmental communication is not just about informing the public about facts and data from scientific studies. It is also about giving individuals and communities the knowledge, tools and spaces to develop a vision of their own future. Immersive storytelling is one of the methods for creating these spaces. It has a large potential to raise public empathy with other people and their future-self when the long-term and abstract impacts of the environmental problems become more visible and comprehensible in an imaginary space.
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Staton, David. "A Beautiful Death: Visual Representation in Death With Dignity Storytelling." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20522.

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This dissertation takes as its central topic visual narratives in Death with Dignity Storytelling and posits the author’s ideas of a beautiful death and the heard gaze. Its methodology includes a textual analysis of such images, which in turn leads to a typology, and the use of a digital tool to “sum images” to test the veracity of the typology. What creates the impulse to look at images of pain, suffering the withering body, the compulsion to bear witness to misery? That question is in part answered by Sontag (2003) Regarding the Pain of Others—“we are spectators of calamities” (p. 18)—and is evident in the indefinite pronoun that hangs at the end of the slim volume’s title. Because it is in those others, that we see ourselves. A Beautiful Death: Visual Representation in Death With Dignity Storytelling considers two case studies as examination and proofs of its claims.
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Kusoffsky, Madeleine. "Leveraging storytelling in visual analytics by redesigning the user interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96724.

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Storytelling is a way of packaging the knowledge and insights gained from analyzing statistical data. The knowledge is transformed into a format that lends itself to be understood by non-experts more easily. The story with links to interactive diagrams. The purpose of this design study was to improve the interaction design of the storytelling feature. The target audience for the new design was intermediate users. Evaluation of the current design by interviewing and observing beginner and intermediate users gave valuable understanding about the users goals related to the storytelling feature. The new design is a product from design goals derived from the user data and research through design. Sketching and exploring possible solutions was a process that meant producing multiple sketches, documenting design decisions through annotations and a way of keeping track of trade-offs and compromises. Screenshots from the application containing the redesigned interface of the storytelling feature was used during a final evaluation. Developers, a user and the designer evaluated the new design through a pluralistic usability walkthrough. The result showed that the new design had improved the storytelling feature in some aspects but that new problems had emerged. This indicates that interaction design processes should contain iterations. Designs should be tested, redesigned and tested again together with users and stakeholder to ensure that user goals are fulfilled, that design goals are reached and that the feature will deliver a positive user experience.
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Rynningsjö, Simon, and Tim Wahlström. "Visuellt berättande i spelmiljöer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2387.

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Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö. Abstract In this thesis examines how to drive a narrative in digital games using only the game environment. The purpose is to gain an understanding of what environmental storytelling is capable of as an independent form of narrative and what the authors can do to achieve this goal. To study the problem area, a game production was conducted in which methods developed during the study was applied. The production was tested by other students in media technology and the results that came up were compiled with reflections on what was achieved and the applied methods. The study describes the work process, methods and shows how these can be used to drive a narrative with a game environment.
Detta är en reflektionsdel till en digital medieproduktion.
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Christian, Dorothy. "Gathering knowledge : Indigenous methodologies of land/place-based visual storytelling/filmmaking and visual sovereignty." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/61166.

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This dissertation addresses two questions that examine how localized cultural knowledge informs production practices in visual narratives produced for Fourth World Cinema and how Indigenous visual storytelling/filmmaking styles based in that knowledge determine the film elements, thus the cultural congruency of their selected aesthetics. Secwepemc-Syilx systems of knowledge in British Columbia are used as an exemplar for the development of a localized theory for creating visually sovereign narratives for Fourth World Cinema. This culturally specific ontology formulates a land/place-based identity, specific to Secwepemc-Syilx territories. Land, story and cultural protocols are central to this work and the seamless relational quality is illustrated by emphasizing how integral they are to Indigenous self-representation and identity. In the film discourse, the researcher brings together Manuel (Secwepemc) and Poslun’s Fourth World (1974) and Barclay’s (Maori) (1990, 2003a, 2003b) assertion of a Fourth Cinema to further develop the notion of a Fourth World Cinema. The ways that Indigenous film aesthetics shape the meaning of visual sovereignty and the concept of cultural congruency in constructing film elements are fundamental for Fourth World Cinema. In the globalization and film discourses the researcher interrogates how the concepts of political identity (indigeneity) and geographical location (deterritorialization) affect the treatment of Indigenous representation. An Indigenous Inquiry process is set in an Indigenous research paradigm that privileges Indigenous systems of knowledge. Indigenous and Euro-Western systems of knowledge(s) are juxtaposed to reveal the philosophical differences that affect land, story, and cultural protocols. Archibald’s (2008) seven Indigenous storywork principles of respect, responsibility, reciprocity, reverence, holism, interrelatedness, and synergy set the framework for the shared conversations of 13 Indigenous knowledge keepers. The findings of the knowledge gathered illustrate the commonalities in the cosmologies within the diverse expansive Indigenous worldviews. Another layer of investigation documents a peer-to-peer discussion between the researcher who is a visual storyteller and a diverse group of 17 Indigenous filmmakers who shared stories from their film production experiences. Their perspectives affirmed the role of culture in contemporary film production practices and led to the development of the concepts of story, land, cultural protocols, and Indigenous identity in Fourth World Cinema.
Education, Faculty of
Educational Studies (EDST), Department of
Graduate
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Werner, Petra. "Ett medialt museum : lärandets estetik i svensk television 1956-1969." Doctoral thesis, Södertörns högskola, Estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30912.

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This thesis investigates the aesthetic interpretation of learning processes in television produced and broadcast in Sweden between 1956 and 1969. The thesis explores how these programmes are linked to concepts of Bildung by their aesthetics, by which the intangible cultural heritage is entrusted in the form of oral and visual traditions, storytelling and games/play, where learning is the common denominator. The programmes are divided into three categories: aesthetics of attentiveness, aesthetics of tale/storytelling and aesthetics of play. The detailed, thick, descriptions of the programmes emanating from the close-readings shall be, together with the aesthetic categories that I have formulated and expressed in a model, regarded as the survey’s key findings. The starting point of the central theoretical model of the thesis is André Malraux’s idea of an imaginary museum of imagination in which photo reproductions can constitute a collective memory, and thus bepart of an intangible heritage. Based on this idea of ​​an imaginary museum, I have constructed a conceptual model called a medial museum, valid in its own time as well as for posterity. The theoretical models that the study gain support from are characterized by phenomenological and hermeneutical perspectives, as I refer to  a phenomenological-hermeneutical method when analysing the programmes, and at the same time underline the phenomenological-hermeneutically based aesthetics in the analysed programmes, where aesthetic interpretation of learning processes in terms of attentiveness, tale and play is of a phenomenological-hermeneutic character. For a broad perspective on learning processes, theoretical support is acquired both from the German philosopher Hans-Georg Gadamer and his hermeneutic of traditions and from the French philosopher Jacques Rancière and his emancipatory ideas of pedagogy and aesthetics. Furthermore, the French philosopher Paul Ricœur and his thoughts on importance of storytelling for knowledge formation have had significant influence on the work. Regarding the concepts of play, I have made use of both Gadamer’s ideas of ​​art experience as play and of Donald W. Winnicott’s theories about play as transitional area. In the programmes’ aesthetics is found a depiction of a broadened interpretation of Bildung, where processes of learning comprise a direct sensual perceiving, attentiveness, storytelling/tale and play. Moreover, within the programmes’ managing of an intangible cultural heritage, I have found an expression of an interplay between modernity and tradition, with emphasis on the historical significance of the present, and rooting in the past of everyday life, where expectation on the future and the memory of the past can co-exist. To summarise, the study suggests the possibility to understand aesthetics as an epistemology using sensuous experience as basis for a conceptual knowledge about how to understand the world. Thereby, one can comprehend aesthetics as pedagogy per se.
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Maiti, Dipayan. "Multiset Model Selection and Averaging, and Interactive Storytelling." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/28563.

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The Multiset Sampler [Leman et al., 2009] has previously been deployed and developed for efficient sampling from complex stochastic processes. We extend the sampler and the surrounding theory to model selection problems. In such problems efficient exploration of the model space becomes a challenge since independent and ad-hoc proposals might not be able to jointly propose multiple parameter sets which correctly explain a new pro- posed model. In order to overcome this we propose a multiset on the model space to en- able efficient exploration of multiple model modes with almost no tuning. The Multiset Model Selection (MSMS) framework is based on independent priors for the parameters and model indicators on variables. We show that posterior model probabilities can be easily obtained from multiset averaged posterior model probabilities in MSMS. We also obtain typical Bayesian model averaged estimates for the parameters from MSMS. We apply our algorithm to linear regression where it allows easy moves between parame- ter modes of different models, and in probit regression where it allows jumps between widely varying model specific covariance structures in the latent space of a hierarchical model. The Storytelling algorithm [Kumar et al., 2006] constructs stories by discovering and con- necting latent connections between documents in a network. Such automated algorithms often do not agree with userâ s mental map of the data. Hence systems that incorporate feedback through visual interaction from the user are of immediate importance. We pro- pose a visual analytic framework in which such interactions are naturally incorporated in to the existing Storytelling algorithm through a redefinition of the latent topic space used in the similarity measure of the network. The document network can be explored us- ing the newly learned normalized topic weights for each document. Hence our algorithm augments the limitations of human sensemaking capabilities in large document networks by providing a collaborative framework between the underlying model and the user. Our formulation of the problem is a supervised topic modeling problem where the supervi- sion is based on relationships imposed by the user as a set of inequalities derived from tolerances on edge costs from inverse shortest path problem. We show a probabilistic modeling of the relationships based on auxiliary variables and propose a Gibbs sampling based strategy. We provide detailed results from a simulated data and the Atlantic Storm data set.
Ph. D.
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Frohling, Michael Peter. "Visual Storytelling: The Lighting Design of A Raisin in the Sun." OpenSIUC, 2010. https://opensiuc.lib.siu.edu/theses/242.

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MICHAEL P. FROHLING, for the Master of Fine Arts degree in Theater, presented on 29 March 2010, at Southern Illinois University Carbondale. TITLE: VISUAL STORYTELLING: THE LIGHTING DESIGN OF A RAISIN IN THE SUN MAJOR PROFESSOR: Mark Varns Visual Storytelling: The Lighting Design of A Raisin in the Sun is a culmination of the lighting design for the play Raisin in the Sun, by Lorraine Hansberry. This production by Southern Illinois University Carbondale's Department of Theater was produced in February 2009. This thesis chronicles the design process in all aspects from beginning to end. The document begins with a textual analysis of the script along with accompanying research. The second chapter focuses on design meetings and the process of coming to decisions about "Raisin". These decisions were arrived at through careful considerations of metaphoric analysis and through imagistic research using internet search engines and volumes of different artists. It also describes the implementation of those decisions. Chapter three focuses on the goals and evaluations of the production. A series of appendices contains image research, light plot, applicable paperwork, and production photos.
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Rontani, Maurizio. "Patrimonito: a visual storytelling of World Heritage from and for children." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23123.

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This is a brief research investigating issues such as world heritage and sustainable development in their existing links with youth and local communities, tourism and identity. Some heritage related narratives created by youngsters worldwide are considered.Connections among education, participation and heritage preservation, in the framework of a communication for development perspective, are investigated. Specifically, winning storyboards of a UNESCO Patrimonito competition are analyzed. The analysis on the collected media texts was conducted using a qualitative approach, including semiotics and visual methods.The findings emerged from the study made clearer the researched topic and allowed to formulate some final recommendations for further studies on the subject.
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Young, Tamlyn. "Animated storytelling as collaborative practice : an exploratory study in the studio, the classroom and the community." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95797.

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Thesis (MPhil)--Stellenbosch University, 2014.
ENGLISH ABSTRACT: This thesis investigates stop motion animation as a form of socially engaged visual storytelling. It aims to expand commonly held perceptions that associate animation with the mass media and entertainment industries by investigating three non-industry related contexts: the artist studio, the classroom and the community. In each respective context the coauthoring of stop motion animation was employed as a means to promote collaboration between artists, students and members of the public. This was intended to encourage participants to share their stories regardless of language differences, contrasting levels of academic development and diverse socio-cultural backgrounds. Thus, animation making provided a means of promoting inclusivity through active participation and visual communication. This process is perceived as valuable in a South African context where eleven official languages and a diversity of cultures and ethnicities tend to obstruct an integrated society. My fundamental argument is that animation can be used as a tool to facilitate the materialisation, dissemination and archiving of stories whilst promoting the creative agency of the storyteller.
AFRIKAANSE OPSOMMING: Hierdie tesis ondersoek stop-aksie animasie as ‘n tipe van sosiaal-geaktiveerde visuele vertelkuns. Die studie is daarop gerig om algemene aannames oor animasie – wat animasie assosieer met die massamedia en die vermaaklikheidsindustrie – te verbreed deur drie nienywerheidsverbonde kontekste te ondersoek: die kunstenaar se ateljee, die klaskamer en die gemeenskap. In elk van die onderskeie kontekste word die gesamentlike skepping van die stop-aksie animasie gebruik as ‘n manier om samewerking tussen kunstenaars, studente en die algemene publiek te bevorder. Die doel is om deelnemers aan te moedig om hul stories te deel, ongeag taalverskille, verskillende vlakke van akademiese ontwikkeling, en diverse sosio-kulturele agtergronde. Daarom verskaf die skepping van animasie ‘n geleentheid om samewerking te bevorder deur aktiewe deelname en visuele kommunikasie. Die proses word veral in die Suid Afrikaanse konteks as waardevol beskou, waar elf amptelike tale, asook ‘n diversiteit van kulture en etniese groepe, dikwels die skep van ‘n geïntegreerde samelewing belemmer. My hoofargument is dat animasie met vrug gebruik kan word as ‘n metode om die skepping, disseminasie en argivering van stories te fasiliteer en terselfdertyd ook die kreatiewe rol van die storieverteller aan te moedig.
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Stenliden, Linnéa. "Visual Storytelling Interacting in School : Learning Conditions in the Social Science Classroom." Doctoral thesis, Linköpings universitet, Lärande, Estetik, Naturvetenskap (LEN), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106885.

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The aim of this compilation thesis is to understand how technology for visual storytelling can be shaped and used in relation to social science education in primary school, but also how social dimensions, technical and other matters create emerging learning conditions in such an educational setting. The visual storytelling technology introduced and used in the study is ‘the Statistics eXplorer platform, a geovisual analytics. The choice of theoretical perspectives to inform and guide the study is a socio-cultural view of human action, but also actor network theory is used to take account also of activities of technology and other matters. The study builds on three empirical materials that generate data from 16 social science teachers, and 126 students from five social science classrooms, in three Swedish primary schools. It contains field notes from the introduction of the technology; focusgroup interviews with teachers; think-aloud interviews with students and two kinds of video recordings from the classrooms (with an ordinary video camera and with software that capture activities at the computer screen, students’ activities and the audio as well). The analysis shows that the visual storytelling technology is shaped in relevant ways for social science teachers. The analysis also illustrates that the visual educational material are usable for primary school students in their social science education. They illustrate further how teachers, students, technology, information, tasks, data types, etc. together and in in close relation create highly complex learning conditions. The technology can therefore be seen as appropriate for the educational practice, but the complexity together with students’ apprehension of how to announce knowledge distribute severe problem spaces in the learning activities. The technology can therefore be assumed as a catalyst for educational change, but to achieve its potentials, reflections on didactic design and knowledge formation is requested to support the quality of students’ knowledge in relation to visual analysis.
Syftet i denna avhandling är, att förstå hur teknik för visual storytelling kan vara utformad och användas i relation till samhällsorienterande undervisning i grundskolan (årskurs 4 – 6), men också hur sociala dimensioner, tekniska och andra faktorer skapar villkor för lärande i ett sådant undervisningssammanhang. I studien introduceras datavisualiseringsteknik för visual storytelling: ‘the Statistics eXplorer platform’, ett geovisual analytics. Den teoretiska referensramen har sin grund i ett social konstruktionistiskt synsätt Ett socio-kulturellt perspektiv används för att analysera social aktivitet, men även aktörnätverks teori används för att analysera både sociala och materiella aktörer. Avhandlingen bygger på tre empiriska material som genereras med hjälp av 16 lärare i samhällsorienterande ämnen, och 126 elever tillhörande fem olika klassrum i tre olika svenska grundskolor. Materialet innehåller: fältanteckningar ifrån introduktion av tekniken, fokusgrupps-intervjuer med lärare, ‘tänka högt’-intervjuer med elever och två sorters videoinspelningar ifrån klassrum (dels med vanlig videokamera och dels med mjukvara som spelar in aktiviteter på datorskärmen och elevernas aktiviteter vid datorn, liksom ljudet). Analysen visar hur lärare, elever, teknik, information, uppgifter, data-typer, etc. tillsammans, i nära samarbete i de studerade klassrummen, skapar mycket komplexa villkor för lärande. De läraktiviteter som uppstår i klassrummen där teknik för visuell analys inkluderas, erbjuder elever support att: hantera stora datamängder, bli delaktiga i olika läraktiviteter och uppnå olika utbildningsmål, men även andra sorters elevrelaterade mål. Därför kan tekniken sägas vara relevant för denna sorts undervisning. Vidare visar analysen hur komplexiteten tillsammans med elevernas uppfattningar av hur kunskap skall visas, skapar påtagliga ‘problem spaces’ i läraktiviteterna. Lärandevillkoren kan därför förstås som en klassrumspraktik som inte fullt ut överensstämmer med den introducerade teknikens erbjudanden för visuell analys. Därför efterfrågas en förändrad syn på didaktisk design och elevers kunskapsformering, vilket blir betydelsefullt för kunskapens kvalitet i förhållande till visuell analys.
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Larsen, Morten. "When Colour Narrates: Colour as a Narrative Tool in Audio-visual Storytelling." Master's thesis, Akademie múzických umění v Praze.Filmová a televizní fakulta. Knihovna, 2017. http://www.nusl.cz/ntk/nusl-371144.

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This thesis explores the use of colour as a narrative tool within the realm of cinema. Even though colours have taken up a considerable role in the history of film, colour theory and colour aesthetic have not received reasonable attention in film studies compared to other fields. The thesis reflects upon why this might be the case based on the hypothesis by David Bachelor that a history long “chromophobia” has existed in the arts in the Western world. The paper then seeks to give an overview of relevant theory of colour that tries to shed light on the multiplex nature of colour itself, and in continuation to that, its ability to convey meaning within audio-visual story-telling. Finally, this paper shall investigate the selected works by three directors - Eric Rohmer, Rainer Werner Fassbinder and Alfred Hitchcock - that utilize colour narratively within their work but in various ways. It is the aim of this thesis that the analysis supported by theory shall prove the quality and unique property of colour in audio-visual storytelling.
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Lee, Michelle. "Te whatu o poutini a visual art exploration of new media storytelling, 2007." Click here to access this resource online, 2007. http://hdl.handle.net/10292/419.

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This visual art project has explored the ancient Maori pukorero (oral tradition) of Te Whatu o Poutini (The Eye of Poutini) that articulates the journey of Poutini Taniwha, Waitaiki and Tamaahua from Tuhua (Mayor Island) in the Bay of Plenty, to the Arahura River. An oral geological map, the pukorero also expresses through cultural values, the intimate spiritual relationship Ngati Waewae have with our tupuna, the Arahura River, pounamu stone and each other. Exploring the genres of digital storytelling and video art installation, this project combines them as new media storytelling. The current experience of colonisation and urbanisation emotionally parallel the abduction, transformation and multiple places of belonging experienced by the tupuna Waitaiki at the hand of Poutini Taniwha. The project explores and acknowledges this connection. The survival, restoration and celebration of Ngati Waewae culture and the need to assert control of our own destinies has infused every component of the project.
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Edsenius, Henrik. "Digital Storytelling - otydligt, men efterfrågat! : En kvalitativ studie i vad man inom den journalistiska branschen avser med Digital Storytelling, samt vilka kompetenser som anses viktiga för det digitala berättandet." Thesis, Högskolan Dalarna, Bildproduktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-33155.

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Syftet   med   denna   studie   är   att   skapa   en   bild   av   vad   man   inom   den   journalistiska   branschen  avser   med   digital   storytelling,   samt   vilka   egenskaper   och   kompetenser   som   värderas   och  anses   viktiga   för   att   kunna   jobba   med   digitalt   berättande   inom   denna   bransch.   Förhoppningen  med   undersökningen   är   att   generera   fördjupade   kunskaper   inom   området   som   kan   ligga   till  grund   för   vidare   utveckling   av   såväl   begreppet   digital   storytelling   som   förståelse   för   det  digitala   berättandet.   För   att   uppnå   detta   har   jag   utgått   från   följande   frågeställningar:  Hur   definierar   nyckelpersoner   inom   branschen   digital   storytelling   och   vad   omfattar  begreppet?   Vilken   typ   av   produktioner   förväntas   man   som   producent   av   denna   berättande  form   leverera?   På   vilka   sätt   skiljer   sig   berättarsättet   (de   dramaturgiska   greppen)   för   den   här  typen   av   produktioner   från   mer   traditionellt   berättande?   Vilka   kunskaper   och   egenskaper  anses   viktiga   för   att,   professionellt,   kunna   leverera   produktioner   inom   området   digital  storytelling?   Hur   ser   man   på   framtiden   för   journalistens   roll   i   en   värld   av   konvergens   och  förändring   i   förhållande   till   digital   storytelling?   Kärnan   i   arbetet   ligger   inom   området   för   den  kvalitativa   forskningen   i   vilken   empiri   har   samlats   in   via   intervjuer   med   semistrukturerade  öppna   frågor,   för   att   därefter   analyseras   genom   meningskoncentration.   Ett   flertal   teoretiska  synsätt   och   begrepp   har   använts   för   att   få   ett   ramverk   till   digital   storytelling   i   arbetet   med  analysen.   Teorier   såsom   Bourdius   -   sociala   sammanhang,   Jenkins   -   konvergenskultur   och  Goldhabers   -   uppmärksamhetsekonomi.   I   resultatet   av   studien   framkommer   det   att   digital  storytelling   består   av   ett   audiovisuellt   uttryck   skapat   för   digitala   plattformar   med   hjälp   av  olika   media.   Ett   berättande   i   vilket   publiken   ges   valmöjligheter   för   hur   man   kan   konsumera  berättelsen.   Samtidigt   som   undersökningens   resultat   poängterar   vikten   av   audiovisuell  kompetens,   belyser   den   även   de   sociala   aspekterna   av   det   digitala   berättandet   i   vilket  interaktivitet   av   olika   form   är   av   vikt.
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Svensson, Jesper. "Klippningens roll som Storytelling i Reklamfilm : En jämförande filmanalys av hur berättande förstärks avklippning." Thesis, Högskolan Dalarna, Bildproduktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27954.

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Syftet med denna uppsats är att undersöka relationen mellan reklamfilmers berättande och klippning. Hur använder man sig av olika klippmetoder i svensk reklamfilm idag och hur förs berättelsen framåt. Metoden för uppsatsen är en jämförande filmanalys. Fokusen kommer att ligga på sekvenser från tre olika svenska reklamfilmer. Gestaltningsmetoderna som kommer undersökas är kontinuitet, montage, rytm och kollision. Då ämnet inte är omskrivet innan så har gestaltningsmetoderna hämtats ur litteratur som tagit upp eller nämnt reklamfilm som ett exempel. Uppsatsen fokuserar på hur klippningen fungerar som storytelling och hur detta bidrar till att föra berättelsen framåt i det kortare formatet. Uppsatsen ger en ökad förståelse för hur man kan använda olika gestaltningsmetoder för att påverka en publik med reklamfilm.
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Arendse, Leslé Ann. "Visual Storytelling in the Cape Flats Gang Biopics Noem My Skollie (2016) and Ellen: Die Storie van Ellen Pakkies (2018)." University of the Western Cape, 2021. http://hdl.handle.net/11394/8171.

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Masters of Art
This M.A. mini-thesis seeks to open up the post-apartheid South African biopic as a topic for serious historical scrutiny. While book-length written biographies published in the post-apartheid (and apartheid periods) are the subjects of a now quite extensive historiographical literature, biography on film – including in the form of filmic dramas – has been hitherto entirely ignored. Social history or marginalised lives and not political lives of struggle against apartheid have been the predominant subgenre within this emerging field: with sixteen biopics having been produced in the 2010s. But the field is dominated by white men. This thesis showcases the story-telling gifts of one young coloured film-maker through a meticulously detailed analysis of “visual story-telling” and “visual language” used in his two award-winning gang biopics, Noem My Skollie (2016) and Ellen. Die Stories van Ellen Pakkies (2018). Read in the context of the extended processes of production of these two films in which the central protagonists played a shaping background role, the thesis explores and compares the linear chronological, four-chapter, narrative structure of Noem My Skollie with the architecture of “the parallel narrative” used in the deeply disturbing Ellen. Die Storie van Ellen Pakkies (2018) The thesis is a celebration of the film-making talent of Daryne Joshua.
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Källström, Malin. "Känner du fjärilar i hagen? : Hur visuella rumsliga element kan signalera ett berättande kring ämnet biologisk mångfald situerat i en botanisk trädgård." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55387.

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Goal number 15 in United Nations Sustainable Development goals, is to halt the degradation of the ecosystems and increase the biodiversity (United Nations, 2015). This work explores the possibility of communicating the subject of biodiversity situated in a botanical garden.  Based in theories of landscape architechture, didactics and storytelling techniques, a user's intrepretations of designs are examined. The goal of the work is to facilitate a narrative around a complex topic using a spatsial elements. The work investigates wich forms of visual elements signal the topic of biodiveristy.
Delmål 15 i FN:s Agenda 2030 är att främja den biologiska mångfalden (FN, 2015). Detta arbete har som uppgift att ta reda på hur ett berättande kring ämnet ’Biologisk mångfald’ kan kommuniceras till en bred allmänhet situerat i en botanisk trädgård. Och mer konkret vilka visuella rumsliga element och symboler som kan signalera ämnet biologisk mångfald. Designförslaget är en prototyp eller modell för hur en kommunikation kring ämnet skulle kunna se ut, med grund i teorier som informationsdesign, didaktik, spatiala förhållanden och berättarteknik. Utifrån dessa teorier har sedan prototyper utformats och testats mot en tänkt målgrupp. Syftet med arbetet är att undersöka hur olika rumsliga element eller symboler kan signalera ett givet ämne, som i detta fall innebär biologisk mångfald. Målgruppen för själva designförslaget är invånare i Västerås stad som dagligdags passerar den botaniska trädgården. En tänkt målgrupp för rapporten är dock människor med undervisande uppdrag inom fältet hållbara ekosystem och biologisk mångfald i en rumslig kontext. Grunden för arbetet är en obsersation där ett fiktivt designförslag presenterats för respondenter som passerat botaniska trädgården. Men hjälp av illustrerade rumsliga elementinnefattande symboler, växter med mera, fick respondenterna möjlighet att berätta vilka kontotationer de upplevde. Då detta är ett arbete med en inriktning mot rumslig kommnuikation är det just dom rumsliga elementen som undersöks. Detta för att skapa en förståelse för elementens betydelse, gentemot andra områden inom informationsdesign. För att vidare kunna utnyttja värdena som en förstärkning och samklang till resurser såsom text och illustration.
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Valdes, Marius I. "The Unwantables: An Exploration of Visual Narrative." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1378.

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The Unwantables is a creative project that has evolved from my lifelong interest in and relationship with visual stories. To me the most compelling aspect of visual storytelling is "imagination". The author possesses the ability to create new worlds, interesting characters, and situations that can have the potential to communicate about any topic. My project explores visual narrative as a communication tool to explain the role of imagination in my life.
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Dell-Jones, Julie Vivienne. "Intersecting Stories: Cultural Reflexivity, Digital Storytelling, and Personal Narratives in Language Teacher Education." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7144.

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This narrative inquiry dissertation explores stories from three students over a two-year trajectory as they develop into language educators in diverse contexts. The study begins in a teacher education course focused on technology for language teaching in English as a second language (ESOL) and foreign language education (FLE) classrooms. As instructor, I implemented a digital storytelling (DS) project with the pedagogical goal of supporting the much-needed practice of reflexivity, and specifically, reflexivity of intercultural competence (IC) and culturally-responsive pedagogy (CRP). The DS, as an autoethnographic multimodal narrative activity, provided a creative outlet for undergraduate and master’s level students to explore their own cultural background or intercultural experiences. In this study, I re-story the experiences related to the DS project and follow my former students, now teachers, to explore how personal narratives promote or support reflexivity of critical multicultural concepts or practices. I combine and juxtapose multiple perspectives based on observations, data from the student-authored DS and reflections, and in-depth interviews. Using a critical-based autoethnographic approach, I add my own instructor-researcher narrative. The resulting descriptive and interpretive narrative inquiry accentuates complexities, invites conversation about the critical and reflexive potential of DS or personal narrative, and contributes pedagogical and methodological insights into teacher training via the “meaning-making” story process and the innate accessibility of learning through stories.
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Sequeira, Filipe Emanuel Machado. "Relatório da prática de ensino supervisionada - Identidade e representação dos jovens: o uso das novas tecnologias de comunicação como produtoras de imaginários e narrativas." Master's thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/12976.

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Resultante do processo evolutivo da tecnologia como maior veículo de comunicação, pretendo investigar como os jovens se tornam produtores de imagens e narrativas visuais em plataformas digitais nos processos sociais de construção identitária. O objetivo é pesquisar como as redes sociais estão hoje a formar novos imaginários e conceitos de identidade, a fim de criar estratégias educacionais a por em prática em contexto educativo. Pretendo perceber como se pode utilizar metodologias educativas como o DBAE, assim como os Estudos da Cultura Visual e Literacia Visual para desenvolver competências críticas, analíticas e de comunicação visual. Repensar o currículo artístico apresenta-se como uma necessidade primária, reformulando metodologias de ensino/aprendizagem direcionadas para o uso da TIC – Tecnologias da Informação e Comunicação; Abstract: Identity and representation of young people – Use of new communication technologies as producers of imaginaries and narratives Taking into account the evolutionary process of technology as a larger communication vehicle, I propose to investigate how young people become producers of images and visual narratives on digital platforms in the social processes of identity construction. The objective is to investigate how social networks are now forming new imaginaries and identity concepts in order to create educational strategies to put into practice in an educational context. I intend to understand how these, as well as Visual Culture Studies and Visual Literacy skills, can be used in DBAE educational methodologies to develop critical, analytical and visual communication Rethinking the arts curriculum is therefore a primary need, namely reshaping teaching / learning directed to the use of ICT - Information Technology and Communication.
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Johansson, Alex. "Berätta utan att tala om : En semiotisk analys av environmental storytelling i tv-spelet INSIDE." Thesis, Högskolan Dalarna, Bildproduktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29537.

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INSIDE is a puzzle video game with no voices or text. INSIDE is a story about a boy’s journey into the unknown. During the entire story the player doesn’t hear one word of dialogue or reads a single written word of text. That might sound strange and convoluted but what makes the player understand it anyway? How can you tell a story without telling it? Environmental storytelling is a way to make the environment help tell a story and how does INSIDE make use of that? How does the puzzles fit into the narrative and how can puzzles also tell a story for the player? This is an analysis of what INSIDE is telling us and how it goes around doing that with the help of interactivity and the environment the players character is in. INSIDE makes the player believe they are in control when in fact they aren’t. Analysis shows that INSIDE uses its environmental storytelling and forces the player to move forward towards the resolution and makes the player believe they have the power to change the outcome of the dystopian world the game is set in when they in fact have no power at all.
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Jiménez, Toro Loreto. "Agorapp. Diseño de aplicación digital enfocada a la inclusión de Visual Thinking & Storytelling en las aulas de la Universidad de Chile." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/136565.

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Memoria para optar al título de Diseñador Gráfico
Autor no autoriza el acceso a texto completo de su documento.
Este proyecto nace con la búsqueda de propiciar un aumento de las oportunidades de aprendizaje de los estudiantes universitarios, motivando la inmersión de éstos a la cátedra a través de mejores presentaciones de los contenidos por parte de los docentes. Se investigaron los conceptos de visual thinking y storytelling para proponer una integración de éstos al aula universitaria, con el fin de influir en la dinámica narrativa del docente al momento de crear y utilizar materiales didácticos. Para lograr este objetivo se ha propuesto la creación de una aplicación digital enfocada a móbiles (APP) cuyo objetivo es entregar a los docentes de la Universidad de Chile un medio de instrucción sobre el diseño y creación de materiales didácticos que incorporen el Visual thinking y Storytelling para su uso frente una audiencia (aula). En cuanto al diseño de la aplicación móvil se toman en consideración las aristas necesarias para su desarrollo, teniendo como eje central al usuario, por este motivo se hace énfasis en la experiencia de usuario (UX) y la interfaz de usuario (UI), teniendo en cuenta los patrones pertinentes y efectivos para un correcto diseño de aplicación para dispositivos móviles.Con respecto a su implementación, el proyecto AGORAPP tiene como meta ser parte de los recursos oficiales de instrucción y consulta de la Universidad de Chile para todo el Cuerpo Docente, por este mismo motivo los ítems relacionados a este punto se trabajarán con el Área de Formación de la Escuela de Pregrado de la Universidad.
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Gwatiringa, Tsitsi. "An analysis of the use of visual storytelling by South African brands to promote brand engagement on social networks." Thesis, Nelson Mandela Metropolitan University, 2015. http://hdl.handle.net/10948/7533.

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Stories have the ability to evoke feelings and emotions in humans and have since been used by brands as part of corporate communication, communicating their vision and values. However, the growing technological trends have not only shifted the platforms for communication but also changed the techniques of communication as audiences on social media expect two-way communication instead of the traditionally used one-way communication. This is exacerbated by the power of word-of-mouth on social media as well as the presence of digital natives who are increasingly visual in their nderstanding and are immersed in their lives online. This has given rise to the use of visual storytelling as a corporate communication strategy as brands are using it to connect, transmit and receive messages from their audiences. This study examines the ways in which South African brands are making use of visual storytelling on social media and aims to determine the extent to which the use of visual storytelling promotes brand-audience engagement. The study is based on the philosophical assumptions of the Visual Rhetoric framework, which is concerned with the symbolic processes by which images perform communication. The hermeneutic – interpretive research method design is applied to justify knowledge produced by this study. A content analysis of six social media pages was conducted, looking at the visual content posted as well as interpretation of comments and interactions by fans of the selected brand pages. Overall, South African brands make use of visual storytelling to promote brand-audience engagement but they are not utilising the communication strategy to its fullest extent.
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Blomqvist, Ankarberg Victor, and Rasmus Hillberg. "Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26427.

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This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player’s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these.
Denna studie behandlar Environmental Storytelling -tekniker och huruvida dessa kananvändas i kombination med varandra för att leda en spelare genom en spelscen i ettvisst mönster, påverka spelarens narrativa och utforskande uppfattning samt utforskahuruvida Self-paced Exploration kan kombineras med detta. Det är en kvalitativstudie utförd genom sex enskilda spelsessioner med tillhörande intervjuer där sexpersoner får spela en av tre versioner av samma spelscen. Spelscenernas endaskillnader är de olika vägledningstekniker som används. Informanternasrörelsemönster kartläggs och intervjuerna spelas in genom ljud, såväl somskärminspelning. Resultatet påvisade att Environmental Storytelling -tekniker mycketväl kan användas till att styra spelares utforskningsmönster, både narrativt ochnavigationsmässigt, samt att Self-paced Exploration kan utnyttjas till en störreeffektivitet i kombination med dessa.
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Arendse, Lesle Anne. "Visual Storytelling in the Cape Flats Gang Biopics Noem My Skollie (2016) and Ellen: Die Storie van Ellen Pakkies (2018)." University of the Western Cape, 2021. http://hdl.handle.net/11394/8168.

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Magister Artium - MA
This M.A. mini-thesis seeks to open up the post-apartheid South African biopic as a topic for serious historical scrutiny. While book-length written biographies published in the post-apartheid (and apartheid periods) are the subjects of a now quite extensive historiographical literature, biography on film – including in the form of filmic dramas – has been hitherto entirely ignored. Social history or marginalised lives and not political lives of struggle against apartheid have been the predominant subgenre within this emerging field: with sixteen biopics having been produced in the 2010s. But the field is dominated by white men. This thesis showcases the story-telling gifts of one young coloured film-maker through a meticulously detailed analysis of “visual story-telling” and “visual language” used in his two award-winning gang biopics, Noem My Skollie (2016) and Ellen. Die Stories van Ellen Pakkies (2018). Read in the context of the extended processes of production of these two films in which the central protagonists played a shaping background role, the thesis explores and compares the linear chronological, four-chapter, narrative structure of Noem My Skollie with the architecture of “the parallel narrative” used in the deeply disturbing Ellen. Die Storie van Ellen Pakkies (2018) The thesis is a celebration of the film-making talent of Daryne Joshua.
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McKillop, Chris. "'Stories about ... assessment' : understanding and enhancing students' experiences of assessment in art and design higher education using on-line storytelling and visual representations." Thesis, Robert Gordon University, 2006. http://hdl.handle.net/10059/230.

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This thesis aims to investigate students’ qualitative experiences of assessment in art and design higher education using storytelling and visual representations. It aims to investigate whether collaborative storytelling can encourage students to reflect on, and learn from, each others’ experiences of assessment. In order to examine these aims, an on-line tool, ‘StoriesAbout… Assessment’ was designed and developed, based on an adapted model of storytelling as a reflective tool in higher education. Visual representations of students’ experiences were also used to identify the affective aspects of the assessment experience. In using these novel methods, the research aimed to highlight the whole student learning experience and how assessment affects that experience. Traditional methods of surveying and evaluation do not usually focus on this, nor do they provide a reflective, learning process for students. The analysis of stories led to a greater understanding of students’ experiences of assessment in art and design by identifying a number of key issues: the impact of negative experiences, the need for greater clarity of assessment criteria due to the subjective nature of the discipline, the tension students perceive between their role as creative practitioners in an educational setting and their role in the wider art world, the value of peer support and appropriate feedback. The storytelling model enabled students to view stories from different perspectives and to consider changes to their practice, and the model has demonstrated its efficacy in supporting reflective thinking and transformative learning. The emotional aspect to students’ experiences was particularly evident in their visual representations which often used strong imagery to depict how the stress of assessment affected them. The drawings also showed stereotypes of assessment, such as images of exams, indicating that these previous experiences had become synonymous with assessment, despite there being few formal exams in art and design. In summary, this thesis contributes two new methods for understanding and enhancing the student learning experience, which have been proven in the context of art and design higher education.
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Alchalabi, Hayfaa. "Your Exotic, Your Victim, Your Terrorist. : Visual storytelling to challenge the Western stigma of Arab women living in areas of conflict." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76141.

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This thesis aims to explore how illustrative storytelling can challenge the western stigma of Arab women in areas of conflict. This exploration will be done through an analysis on the history and the current visualization of Arab women in the west and a series of illustrations I will be creating that propose a narrative opposing this visualization. My study will show how the visual references used for my research have had a major effect in shaping the image of the Arab women in the west. The aim of this project is to use the same characteristics that fall under the stereotypical visualizations of Arab women to challenge the stigma of classifying these women as; the terrorist, the exotic, and/or the oppressed. The purpose of my project is to create a change in the way the western audience perceives Arab women in areas of conflict. I will therefore analyze in this essay how western media and art have shaped the collective view the west has on Arab women. Furthermore, the essay will explain how storytelling proposes a rejection to the static depiction of Arab women in western media and introduces instead an element of an evolving story. This project proposes a sustainable way of looking at gender and conflict in the Arab world provoking questions around the visualization of these women and creating discussions about the accuracy of the perception the west has created. This in turn re-contextualizes the visualization of the identity of Arab women in the west with the aim of breaking the objectification these women.
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Petit, Elyse Barbara, and Elyse Barbara Petit. "Enhancing Visual and Critical Media Literacy in a Foreign Language Classroom through Media Production and Digital Storytelling: Students' Voice and Agency." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625588.

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Grounded in the a Pedagogy of Multiliteracies (New London Group, 1996), this dissertation reports on the implementation of a fourth semester French curriculum informed by Cope and Kalantzis's (2000, 2009, 2015) framework of learning by design, with a focus on visual and critical media literacy development to enable intermediate French students to consider multimodal texts from the perspective of consumers as well as producers and to understand the meaning potential that exists between and within the semiotic resources afforded in media production (Nelson and Kern, 2012). Drawing upon "the value of postmethod [and] postlinguistic teaching… which are not looking at language learning in the traditional sense… [but] rather at learners’ acquisition of… the ability to reflect on textualization and contextualization, considering language as one important dimension of semiosis among others" (Nelson and Kern, 2012, p. 61), this dissertation project examined how the frameworks of visual and critical media literacy within the process of design enhanced students' voice and agency in the foreign language classroom. The first inquiry aims to explore if and how a curriculum centered around visual and critical media literacies creates the conditions to 1) foster students' awareness of media ethics in the consumption and production of everyday media, and 2) engage students in a process of reflection upon the meanings created by semiotics resources used in mediated-texts, and their impact on shaping their vision of the world. Findings demonstrated that the implementation of visual and critical media literacy frameworks gave students the opportunity to reflect on their use of media and the ethical implications, and to foster students' greater understanding and interest in self-reflection and considerations of others. The second inquiry aims to demonstrate, through the production of digital storytelling, how instructors might address diversity in foreign language classrooms by 1) allowing students to connect universal themes (e.g. technology, friendship, immigration) with their personal stories, and 2) by giving them the opportunities to display their uniqueness by using their own voices and positioning themselves as participative agents for social change. Findings demonstrated that digital storytelling fosters classroom diversity by allowing the exploration of individual differences and enhancing the understanding of the distinctiveness of every individual. The third inquiry, a case study explores how Digital StoryTelling (DST) 1) contributes to students' understanding of the way semiotic resource choice and orchestration construct layers of meaning and satisfy the purposes of the message conveyed to the audience, and 2) supports students' agency through the process of design. Findings showed the potential of using multimodality projects as they allow students' emerging literacies to take center stage in the foreign language classroom and increase students’ agency and ‘semiotic agility’ (Prior, 2010; Thorne, 2013).
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Ingólfsson, Angelica. "Bildformatets effekt: bör filmen anpassas till 1:1 för att fungera på Instagram? : En kvalitativ intervjustudie av bildformatets inverkan på publiken inom genren storytelling." Thesis, Högskolan Dalarna, Bildproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30729.

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Att en publik upplever en berättelse i reklamfilmen olika är en självklarhet och i dagens transmediala medievärld där så pass mycket reklamfilm publiceras på många olika plattformar blir det en labyrint för ingen mindre än medieproducenten. Vilket format man ska välja, och hur det förstärker eller förminskar berättelsen är en ständigt pågående diskussion. Syftet med denna studie var därför att undersöka vad som hände med handlingen när formatet ändrades till 1:1 och hur publiken uppfattade berättelsen då, när bilden beskurits från det bredare bildformatet till ett kvadratiskt bildformat. Studien undersöker bildformatets förhållande till plattformen Instagram, hur en publik upplever bildformatet och handlingen samt om de upplever någon skillnad på formatet 16:9 jämfört med 1:1. Studien har genomförts genom kvalitativa semi-strukturerade intervjuer med åtta deltagande informanter. Undersökningens resultat visade att den breda versionen i 16:9 uppfattades som mer professionell och cinematisk samt väckte intresse i flödet, medan det kvadratiska formatet 1:1 versionen snarare uppfattades som amatör-lik. Sammanfattningsvis resulterade analysen i att bildformatet 16:9 var bättre lämpad för storytelling-reklamfilm på Instagram
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Nardi, Taís de Andrade e. Silva. "Imagens do Desvario: narrativa visual de estados alterados de percepção." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-07112017-160315/.

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A presente pesquisa investiga como os elementos visuais ao dispor dos cineastas podem contribuir para a representação de estados alterados de percepção no cinema, de modo a ampliar a discussão sobre a expressividade do trabalho de direção de fotografia. Por meio da análise e interpretação de três filmes brasileiros que apresentam personagens fora de si e construções visuais contundentes - Estorvo (2000), de Ruy Guerra, Filme de Amor (2003), de Júlio Bressane e A Concepção (2005), de José Eduardo Belmonte -, a pesquisa discute de que maneira as características da imagem podem contribuir para a criação de pontos de vista, atmosferas e sentidos, que permitem a apreensão do filme para além de sua compreensão intelectual. Partindo do reconhecimento da ligação entre narrador e personagens, a análise se volta à força expressiva das imagens usadas ao longo dos filmes, tomando como referência reflexões sobre o expressionismo na pintura e no cinema. Essa discussão serve de base para a identificação de um imaginário sobre os estados alterados de percepção e suas relações com a sociedade presente na cinematografia brasileira dos anos 2000.
The present research investigates how the visual elements available to the filmmakers can contribute to the representation of altered states of perception in the cinema, in order to broaden the discussion about the expressiveness of the cinematography work. Through the analysis and interpretation of three Brazilian films that present characters out of their minds and rich visual constructions - Estorvo (2000), by Ruy Guerra, Filme de Amor (2003), by Júlio Bressane and A Concepção (2005), by José Eduardo Belmonte -, the research discusses how the characteristics of image can contribute to the creation of points of view, moods and senses, which in turn make possible the apprehension of the film beyond its intellectual understanding. Acknowledging the connection between narrator and characters, the analysis focus on the expressive force of the images used throughout the films, taking as reference reflections on Expressionism in painting and in cinema. This discussion serves as basis for the identification of a position regarding altered states of perception and their relations with society in Brazilian cinematography of the 2000s.
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43

Drouet, Jeanne. "La "performance contée" à l'épreuve des technologies audiovisuelles : des passerelles culturelles et sociales en images et en sons." Thesis, Lyon 2, 2014. http://www.theses.fr/2014LYO20092.

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L'enquête relatée dans cette thèse a été menée en Bretagne et en région lyonnaise auprès de conteurs contemporains. La plupart des pratiques observées se sont constituées dans le sillage dudit "renouveau du conte" qui a pris place en France au début des années 1970. La présente recherche propose une analyse de la performance orale, dans le but de mieux comprendre la portée de cette pratique – les liens, accointances, rencontres qu'elle occasionne – et les causes de son efficience sociale. Pour ce faire, le terrain de recherche a été envisagé sous trois focales ethnographiques : la scène (quand l'énonciation est examinée de très près), les coulisses (une observation des processus d'élaboration) et le contexte (ethnographie qui vise à appréhender l'environnement social et culturel du contage). La méthodologie s'est voulue expérimentale – recherche par tâtonnements – réflexive et dialogique. De nombreux dispositifs d'enquête ont été élaborés, la majorité impliquant un recours aux technologies audiovisuelles. Le parcours proposé commence par une plongée dans l'univers de deux conteurs bretons : où l'on découvre pourquoi les conteurs peuvent être vus comme des porteurs de mémoire. Par la suite s'opère un "zoom" sur la performance orale des conteurs ; ce sont les modalités d'entrée en scène, la chorégraphie et la réception par l'auditoire qui font l'objet d'un long examen. Il en résulte que les artistes de la parole provoquent une situation dans laquelle les imaginaires se croisent. Le dernier itinéraire de recherche retracé renvoie aux situations dans lesquelles le conte est mobilisé comme un instrument de médiation sociale. Les conteurs et leurs apprentis s’attellent alors à "mettre en bouche" des histoires dans lesquelles s'expriment en filigrane des sentiments d'appartenance, des expériences vécues et au travers desquelles se créent des passerelles culturelles et sociales
The investigation related in this thesis was conducted in Bretagne (France) and in urban areas of Lyon, in close collaboration with some contemporary storytellers. Most of their practice were formed in the wake of the so-called "revival of storytelling" that took place in France in the early 1970s. The present research provides an analysis of the oral performance, in order to better understand the scope of this practice – the social ties, acquaintances, encounters it creates -- and the causes of its social efficiency. In that aim, the fieldwork was considered under three ethnographic scales: the stage (when the enounciation is evaluated very closely), the wings (an observation of the creative process) and the context (ethnography that aims to understand social and cultural environment of storytelling). The methodology pretended to be experimental – searching by trial and error approach – reflexive and dialogic. Many devices were developed, most of them requiring the use of audiovisual technology.The itinerary proposed here starts with an immersion in the world of two Bretons storytellers, which shows why storytellers can be considered as "memory holders". Then, we make a "zoom" on the oral performance of storytellers; the ways they enter in stage, their choreography and the reception by audience are the subjects of a long examination. It follows that the storytellers inciting a situation in which the imaginaries cross. The last itinerary of research refers to the situations in which the storytelling is used as an instrument of social mediation. At that time, storytellers and their apprentices work to "put in their mouths" stories in which are expressed, beneath the surface, feelings of belonging, life experiences and through which social and cultural bridges are created
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Fröjdh, Eira, and Saad Elhachimi. "Lush authenticity : The construction of authenticity in branded entertainment." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44282.

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This thesis examines how authenticity is articulated and communicated in contemporary forms of branded entertainment. In a digital media landscape, participatory culture and co-creation has become of primary importance, leading to ‘authentic’ and ‘amateurist’ characteristics being strategically implemented in advertisements and professional media content production. At the same time, research on brand communication and authenticity have overlooked the many ways in which brands extend and mediate authenticity, especially in relation to symbolism and visual semiotics. In this thesis, we explore the way symbolic meaning is constructed in We the Bathers, a documentary produced in 2019 by director Phoebe Arnstein in collaboration with Lush, a cosmetic brand known for their vegan-friendly and cruelty-free products. The study was conducted using visual analysis which allows us to approach the study object in a qualitative and exploratory way. We then apply the theoretical frameworks of cultural myths and digital storytelling to analyze the effects and strategies employed in We the Bathers to communicate authenticity through the filmic medium. By extending Bell & Leonard’s framework for evaluating organizational storytelling, which highlights the role of the communicative codes of affinity, authenticity andamateurism, we argue that the overall notion of authenticity in video content produced for digital environments can be determined through either of these lenses. By examining the intention of the sender in terms of genuineness (authenticity), relatability (affinity), and techniques which lends the story a sense of ‘realness’ (amateurism), our findings indicate that authenticity can be viewed as a tool for producing certain media effects as opposed to arising from the mediation of inherent personality traits.
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45

Proud, Keven Dell. "Visual Storybooks: Connecting the Lives of Students to Core Knowledge." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3386.

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In order to help students find connections to the Core Knowledge curriculum and the principles of Discipline-Based Art Education, the author uses narrative and visual storytelling in the form of altered books to make meaning and relate the lives of students to the art content. The author uses methods of action research to plan a curriculum intervention, work with the students to create their visual stories, reflect on his instruction along with student learning, and collect students' responses through surveys. The author also gathers data through the students' journals and artworks. Through the project the author is able to give students choices and help them turn their learning environment into art practice. Ultimately, the author improves and develops his teaching practice as a result of this project.
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Söderström, Robert, and Joakim Hansson. "Plötsligt händer det : En vetenskaplig artikel om att skapa digital konst föratt uppmärksamma baksidan av spelreklam." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-22130.

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This scientific paper aims to study how one can create and use digital art through criticaldesign as design perspective. The goal with our digital art is to draw attention to a socialproblem in society. In this case, we are focusing on the darker side of the advertising videosof gambling activities. The digital art is created in the form of surrealistic imagemanipulation that are inspired by photographers and artists like Erik Johansson. The articlewill research and analyse gambling advertising and problematize this subject to thenillustrate a design from a critical, dark, humorous and artistic perspective.The topics that the article will go through will be the said art style, and the problems withgambling and it ́s advertising, but also takes a closer look at storytelling techniques likevisual storytelling and image communication. The design research is inspired from criticaldesign, but also practise-based research, and through these perspectives the article willdescribe the design methods and analysis that's been done and what outcome of it has led upto. The surrealistic image manipulation is a practical and visual result that was created anddeveloped during this scientific article.
Den här vetenskapliga artikeln syftar till att undersöka hur man kan skapa och användadigital konst framtaget med critical design som designperspektiv. Syftet med den digitalakonsten är att belysa och peka på ett socialt problem i samhället, där vi har valt att titta påbaksidan av spelreklam. Den digitala konsten är skapad i form av surrealistiskbildmanipulation, inspirerad av fotografer och konstnärer såsom Erik Johansson. Artikelnkommer att undersöka spelreklamen, och problematisera detta ämne för att sedan illustreraen gestaltning från en kritisk, mörk, humoristisk och konstnärligt perspektiv.Ämnen som artikeln går igenom kommer vara den nämnda konststilen, samt problematikenkring spel- och spelreklam men kommer även att titta närmare på bildberättande medelsåsom visual storytelling och bildkommunikation. Utöver critical design tar undersökningenäven inspiration från practise-based research, och genom dessa designperspektiv kommerartikeln beskriva de designmetoder och bildanalyser som utförts, och vad de har lett till.Den surrealistiska bildmanipulationen är ett praktiskt och visuellt resultat som skapats ochutvecklats genom den vetenskapliga artikelns gång.Nyckelord:bildberättande, critical design, design, digital konst, marknadsföring, kommunikation,medieteknik, spel- och spelreklam.
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Carrot, Filipa Ribeiro. "Espaços arquitetónicos em narrativas interativas e virtuais." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/10824.

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Dissertação de Mestrado em Arquitetura, apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.
A Arquitectura é reflexo do Homem e da Sociedade, na medida em que materializa diferentes formas como o Homem individual e colectivo vê o mundo, dos seus condicionamentos cognitivos, éticos e sociais, das suas expectativas, do viver em sociedade e do espaço existencial e expressivo que cria à sua imagem. Se observarmos a arquitectura que surge como cenários dos videojogos, percebemos que ela é mais do que um simples “background” para a acção. Ela vai evocar emoção, conferir personalidade a um ambiente e condicionar a experiência do jogador ao longo do jogo. Os cenários e ambiências dos videojogos são um dos seus aspectos mais importantes, pois as experiências de vida na primeira pessoa (nós somos o jogador), constituem vivências de realidades para o jogador, que por um tempo se situa num mundo virtual que adopta para habitar.
ABSTRACT: The architecture is the reflection of Man and Society, to the extent that embodies different ways how individual and collective Man sees the world, his cognitive, ethical and social conditionings, his expectations of living in society and of existential and expressive space that he creates his own image. If we observe architecture that emerges as scenery of videogames, we realize that it is more than just a "background" for action. It will evoke emotion, confer personality to an environment and condition the player experience throughout the game. The scenery and environments in videogames are one of its most important features, since life experiences in the first person by the player constitute experiences of reality. For a while he is in a virtual world that he adopts to inhabit.
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Widjajanto, R. Julius Bambang Wahju Agung [Verfasser], Heidi [Akademischer Betreuer] Schelhowe, and Andrea [Akademischer Betreuer] Sick. "Wayang Authoring: A Web-based Authoring Tool for Visual Storytelling for Children / R. Julius Bambang Wahju Agung Widjajanto. Gutachter: Heidi Schelhowe ; Andrea Sick. Betreuer: Heidi Schelhowe." Bremen : Staats- und Universitätsbibliothek Bremen, 2011. http://d-nb.info/1071897616/34.

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Perez, Quintero Camilo E. "In-Between the Frames: Contesting Stigmas of Violence and Illness Through Digital Storytelling (a Visual Social Semiotic Analysis of Pasolini en Medellin and the PD Narrative Project)." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565285316168429.

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Towndrow, Lizzie. "The Patchwork-Quilter as the Storyteller : MY DEAD DOG!" Thesis, Konstfack, Textil, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5558.

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Abstract:
Objects can evoke our most vivid memories and sensory emotions, through the stories that have been engraved into them across their lifetime. Throughout history, patchwork-quilting has been used to tell stories, hide messages and hold histories. They are seen as objects of warmth, comfort and security, inanimate extensions of ourselves that store our most complex sentiments and memories- becoming heirlooms that are kept in the families and communities for generations, preserving our histories and material culture.    I intend to explore the inseparable relationship between craft and narrative within quilts, whilst re-imagining the quilts forms and functions in order to communicate stories more vividly. To do so I will use my memories of My Dead Dog, Henry, to illustrate narratives and embed them into quilted objects to stage as a tableau of artifacts. I intend to encourage the viewer to realise the imagined, through a haptic experience of my material world, whilst simultaneously creating my own heirlooms that can be passed down so my stories are not forgotten.

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