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1

Amangeldiyeva, Gulmira S., Muratbek B. Toktagazin, Bauyrzhan Zh Omarov, Saule S. Tapanova y Roza A. Nurtazina. "Storytelling in Media Communication: Media and Art Models". International Journal of Criminology and Sociology 9 (5 de abril de 2022): 3166–74. http://dx.doi.org/10.6000/1929-4409.2020.09.383.

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The article is devoted to study of storytelling models in media communication in the context of globalization and postmodernism of information space. This article is of interest because recently storytelling as a special type of communication has become an object of research in science. Advertising has modified, turning into art of storytelling and brand-image. In this article, the specifics of storytelling are analysed, its definition is provided, functions and types are pointed out. The authors also consider such phenomena as landing and longread inseparable from storytelling in online space. In the article, there is characteristic of each component of technique of transmedia narration in the context of postmodernism information community and globalisation changes. The author analyses how the story in advertising is tool of reflection and experience transfer, value and cultural identification and how affect the audience. Using the example of popular commercials, the author studies how storytelling and myth are connected and how it is implemented within media space.
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2

Letherby, Gayle y Deborah Davidson. "Embodied Storytelling". Illness, Crisis & Loss 23, n.º 4 (29 de junio de 2015): 343–60. http://dx.doi.org/10.1177/1054137315590745.

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Art, music, literature, and drama are acknowledged to have a place in the embodied experience of bereavement and increasingly are also utilized for the collection and presentation of data in the social sciences and humanities. Such work tells us much about ourselves as individuals and about our relationships with others. The concept of griefwork, which acknowledges and values the collective work the bereaved do with others, is one way to frame such endeavors during bereavement. Here, we outline some of our individual, and yet connected, creative work with reference to both our own experiences of loss and our relationship with each other. Specifically, we reflect on Deborah’s development of an online community for people with commemorative tattoos and Gayle’s exploration of new ways of writing (fiction or faction). We share examples from each project and reflect on their significance to the embodied experience of bereavement.
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3

Flores, Tracey T. "Writing Matters: Somos Escritoras: Writing and Remembering During the COVID-19 Pandemic". Language Arts 101, n.º 4 (1 de marzo de 2024): 281–84. http://dx.doi.org/10.58680/la20241014281.

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4

Gregory, Danny. "Let’s get rid of art education in schools". Phi Delta Kappan 98, n.º 7 (22 de marzo de 2017): 21–22. http://dx.doi.org/10.1177/0031721717702626.

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A writer, arts enthusiast, and online ambassador for visual storytelling has a modest proposal for K-12 education: Let’s stop teaching art. The arts are too often marginalized and too easily targeted for elimination by budget-conscious school administrators. Creativity, on the other hand, is central to every part of life, work, and citizenship.
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5

Abd el-Gawad, Heba y Alice Stevenson. "Egypt’s dispersed heritage: Multi-directional storytelling through comic art". Journal of Social Archaeology 21, n.º 1 (febrero de 2021): 121–45. http://dx.doi.org/10.1177/1469605321992929.

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This paper responds to a need to address the colonial history of collections of Egyptian archaeology and to find new ways in which Egyptian audiences can assume greater agency in such a process. The ‘Egypt’s Dispersed Heritage’ project presents a model of engagement whereby foreign museum collections become the inspiration for Egyptians to express their own feelings about the removal of their heritage abroad using idioms and traditional storytelling of cultural relevance to them. A series of online comics confronting contentious heritage issues, including the display of mummified human remains, eugenics, looting and destruction, is discussed. It is argued that this approach is not only more relatable for Egyptian communities, but moreover provides space for the development of grass-roots critique of heritage practices, both in the UK and in Egypt. Museums have a responsibility to take on board these critiques, curating not just objects but relationships forged amongst them in historical and contemporary society.
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6

Kostina, Anna Vladimirovna. "Traditional folk art and online folklore: is comparison possible?" Uchenyy Sovet (Academic Council), n.º 10 (30 de septiembre de 2024): 640–54. http://dx.doi.org/10.33920/nik-02-2410-04.

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At the moment the globality of its information fi eld became obvious, the information society virtually removed from the agenda the question of the existence of tradition and traditional culture within its borders. Certainly, their importance was not denied and, moreover, against the backdrop of increased ethnic activity, it increased signifi cantly. This is evidenced by UNESCO's attention to the protection of the world's cultural and natural heritage (World Heritage List, 1972), to issues of copyright in the fi eld of culture and creativity (World Culture Report, 1998. “Culture, Creativity and Markets”), the inclusion of intangible aspects in the concept of cultural heritage, including traditions and practices, beliefs and perceptions, languages and dialects, music, singing, dancing, and storytelling (Universal Declaration on Cultural Diversity, 2001). It is important to note that back in 1998, the World Culture Report considered cyberculture as a subject of copyright. This fact alone indicates that the principles of construction and functioning of the information society were clearly visible not only in the sphere of technology, production, and communications, but in the creativity sphere as well.
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7

Sutanto, Shienny Megawati, Marina Wardaya, Hutomo Setia Budi y Adnyana I Wayan. "Effectiveness of VR Technology in the Design of the Bali Megarupa V Virtual Exhibition". Mudra Jurnal Seni Budaya 39, n.º 4 (2 de octubre de 2024): 471–80. http://dx.doi.org/10.31091/mudra.v39i4.2904.

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Virtual exhibitions offer a promising avenue for art appreciation in the digital age. However, limited research explores how these online spaces can foster emotional connections with art, a crucial aspect of the art experience. This study investigates the potential of immersive virtual reality (VR) to enhance engagement and emotional impact in virtual art exhibitions. Employing a multi-method approach combining literature review, user testing, and prototype development, the research identifies and evaluates design elements contributing to increased user engagement. This research employed a multi-method approach to understand how users engage with virtual art exhibitions. The study identified and evaluated the impact of specific design elements on user engagement by combining a literature review, user testing with a VR prototype, and subsequent analysis. The study focuses on critical elements like interactivity, personalization, storytelling, and multi-sensory experiences. User testing with 55 participants revealed the effectiveness of immersive design in fostering exploration, contemplation, and a sense of presence in the virtual space. This immersive design is the strategic integration of elements like interactivity, personalization, and storytelling within the VR environment. The research underscores the significance of immersive design, defined as the strategic integration of design elements to cultivate an emotional connection within a VR environment. This encompasses aspects like interactivity, personalization, and the incorporation of storytelling within the experience. Finally, the study offers practical recommendations for curators and designers to create virtual art experiences that resonate more deeply with audiences.
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8

Donnery, Eucharia, Yasuko Shiozawa, Yuka Kusanagi y Aiko Saito. "Mixing paper and digital: 2020 online summer English drama kamishibai workshop". Scenario: A journal for performative teaching, learning, research 17, n.º 1 (31 de julio de 2023): 68–87. http://dx.doi.org/10.33178/scenario.17.1.4.

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This paper discusses the results of an intervarsity picture kamishibai1-storytelling workshop that integrated communication skills and art via the online real-time conference system, Zoom©. As in previous years, the goal of the annual summer drama workshop was to support the participants’ communication and leadership skills. In the light of the COVID-19 pandemic however, the chief purpose of the 2020 Online Summer English Drama Kamishibai Workshop was to support the mental well-being of students. Thirteen low-to-intermediate level English language students, both English language majors and non-majors from three different universities in Japan worked together for the workshop project in three 90-minute online slots over two days in August 2020. After learning the basic theory and techniques of the storytelling art, students were divided into groups to create their original English kamishibai story to perform online. In the preparation stage, each student created their own work using simple A4 paper sheets and pens, and these were amalgamated with other members of their group to form a coherent narrative. At the end of the third session, each group presented their work on Zoom©, and these performances demonstrated the students’ creativity through unique plots and characters. Their feedback indicated that they developed stress-tolerance and resilience, both features of negative capability.
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9

Ursyn, Anna y Ebad Banissi. "Selected Ideas and Methods in Knowledge Visualization". International Journal of Creative Interfaces and Computer Graphics 3, n.º 2 (julio de 2012): 1–7. http://dx.doi.org/10.4018/jcicg.2012070101.

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Selected themes presented in this article were presented at the 16th International Conference on Information Visualization (IV 2012) and the Computer Graphics, Imaging, and Visualization Conference (CGIV 2012), which gather artists, scientists, mathematicians, and other participants using digital imagery and data or involved in visual storytelling, art, and graphics. Figures show art works presented at an online virtual exhibition, the Symposium and Gallery of Digital Art (D-Art), which complements these events. The article examines selected theoretical approaches and recent technology sessions related to data, information, and knowledge visualization, among other current issues in the visualization domain.
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10

Halwani, Fuad. "Narratives of Enfoldment: Multi-linear and Parafictional Storytelling in Media Art". International Journal of Film and Media Arts 7, n.º 2 (13 de diciembre de 2022): 98–109. http://dx.doi.org/10.24140/ijfma.v7.n2.05.

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Narratives have been witnessing a state of enfoldment within the virtual world(s) since the proliferation of transmedia story worlds and new media art works. The aesthetics of enfoldment are discussed by Laura U. Marks within different trends in media art. She follows a genealogy of media art that has its roots in premodern Islamic concepts. Enfoldment is therefore situated as the broad framework of this paper’s discussion. Since the prevalence of the concept of transmedia storytelling, coined by Henry Jenkins in 2007, different franchises (be it in entertainment and others) have adopted certain narrative tropes to create a transmedia presence or universe. One of these tropes is the usage of multi-linear storytelling. Multi-linearity is one of the forms narrative storytelling that liberates a story from its temporal structure, making the consumption of narrative open to the end user. Parafiction, on the other hand, denotes instances when the lines between fact and fiction become blurry creating contemporary artworks where story worlds are essential for the dissemination of the works themselves. According to Lambert-beaty (2009) “the slew of recent writings trying to describe or explain this condition ranges from philosophical explorations of ‘the ethics of the lie’, to moralist warnings about our entry into ‘the post-truth era’” (Lambert-beatty, 2009). The following article aims at disseminating past scholarship on multi-linear and parafictional storytelling in trans and new media art in an attempt at shaping the theoretical framework of my doctoral thesis project; a podcast series intended for online dissemination that features conversations between a fictional character and non-fictional historical figures.
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11

Афанасьев, Олег, Oleg Afanasev, Александра Афанасьева y Aleksandra Afanaseva. "DESTINATION STORITELLING AS MODERN TOURISM TECHNOLOGY". Service & Tourism: Current Challenges 11, n.º 3 (4 de septiembre de 2017): 7–24. http://dx.doi.org/10.22412/1995-0411-2017-11-3-7-24.

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The article is devoted to the storytelling as a relatively new marketing technology for tourist destinations. Tourism storytelling is defined as an integrated marketing technology for promoting tourism destinations through narrative information: legends, myths, fables, urban stories and tales. Tourism narrative become a self-contained attractor, supplementing or even replacing traditional objects of tourist interest. It can be realized through a variety tourist consumption tools. The most important among them are material products (souvenirs, travel guides, etc.), figurative-symbolic objects (street art, iconographic documents, multimedia formats), verbal means, online resources, etc. The authors offer the concept of a “storytelling destination” as an attractive object for tourists, in the marketing promotion of which the technology of storytelling prevails. The article defines the city storytelling tourism place and describes the phenomenon of post-travel storytelling. The authors also accomplish a detailed review of foreign publications on the problems of storytelling and its role in the tourist destinations development, consider some cases of the world’s and Russian storytelling destinations and separate mechanisms for their operating (cases of Kaliningrad, Borovsk, St. Petersburg, etc.). The article characterizes the tourism storytelling as a marketing technology, its and some tools. It is determined that finding out or creating legends and their using in the marketing tourism places is one of the most common technologies of tourism storytelling. The authors present the classification of technologies of storytelling and legend in active tourism.
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12

Faruq, Muadz Ahmad. "PENERAPAN MODEL PEMBELAJARAN STORYTELLING ONLINE UNTUK MENINGKATKAN KEMAMPUAN PUBLIC SPEAKING PADA MASA PANDEMI COVID DI SD MUHAMMADIYAH 2 TULANGAN". Evaluasi: Jurnal Manajemen Pendidikan Islam 6, n.º 1 (31 de marzo de 2022): 161. http://dx.doi.org/10.32478/evaluasi.v6i1.908.

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Storytelling is an art of speaking and telling stories to other people or audiences. Storytelling is one of the scopes of public speaking, which requires repeated practice to create confidence. The scope of public speaking includes: speeches, master of ceremonies (MC), preachers and rhetoric. Confidence needs to be created so that a person can easily interact with other people, so that by being a confident person will lead to success. The covid pandemic has made teaching and learning facilities difficult, so online is a solution that can be taken so that teaching and learning activities can continue. During the COVID-19 pandemic, the interaction between teachers and students became more tenuous. Therefore, storytelling learning is intended so that students are accustomed to speaking so that it will bring up an interaction relationship between teachers and students and will create confident students. Using a qualitative method with a phenomenological approach, the researchers conducted research at elementary school of Muhammadiyah 2 Tulangan because public speaking was an extracurricular that had just been held there. The researcher feels that elementary school students are the right target to find out the level of understanding of internet technology communication by elementary school students.
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13

Ahmed, Sapphire Mahmood y K. Rizwana Sultana. "Digitalised Responses: Understanding the Digital Literary Spaces in the Light of Keshava Guha’s Accidental Magic". IAFOR Journal of Arts & Humanities 10, n.º 1 (16 de agosto de 2023): 25–39. http://dx.doi.org/10.22492/ijah.10.1.02.

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Literature was quick to respond to emerging digital technologies in the late 1990s. Fiction writing and publishing took to the Internet, although traditional methods of print publication largely remained in place. However, it became evident that the literary world had embraced online platforms to produce and consume literature. Keshava Guha’s debut novel Accidental Magic (2019) captures this transformation from print to the digital world in the early 2000s. This paper is a study on how digital technology is adopted and utilised by literary readers in Accidental Magic. It also analyses digital technology’s impact on the art of storytelling. The paper concludes that online communities have introduced a new means of storytelling, which is now a two-way process, unlike what was the case in the pre-internet era. Also, mainstream literature is frequently and actively challenged – and promoted – on digital media. Guha’s novel illustrates how online platforms impact the lives of four people, suggesting that such platforms have the power to change the dynamics of human relationships and alter reader interactions with literature in general.
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14

Rogova, Evgeniya y Leonid Yanickiy. "Narrative as Involvement Technology: Socio-Psychological Groups in VKontakte Social Net". Virtual Communication and Social Networks 2022, n.º 3 (26 de septiembre de 2022): 161–66. http://dx.doi.org/10.21603/2782-4799-2022-1-3-161-166.

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Narrative and storytelling involve social net users in various socio-psychological groups. Modern narrative psychology focuses on life purpose formation. Narrative as an interpretive process concerns almost all spheres of everyday life and correlates with subjective and intersubjective experiences. Narrative studies are a source of knowledge on how a person endows the world, life, and goal-setting with meaning. Observing the interpretation of one’s experience can reveal how subjectivity works. Narrative makes it possible to construct the world, as well as to comprehend it in terms of past, present, and future. Psychology of meaning formation brings us closer to personality and inner subjectivity. Storytelling is popular both on the Internet and in various branches of scientific knowledge, marketing, linguistics, psychology, pedagogy, and journalism. Storytelling is used in existential psychology, logotherapy, and art therapy. Personal experience verbalized as a story reveals one’s personality, values, and beliefs. Storytelling makes one feel complete, helps to find a purpose in life, and facilitates psycho-corrective activities. Storytelling in online socio-psychological groups possesses all the features of a narrative. For instance, the Vkontakte social network allows its users to employ all the features of narration, thus involving the audience in communication and influencing their psyche. Based on content analysis and hermeneutic approach, the authors identified such involvement technologies as suggestion, persuasion, and emotional infection. Storytelling is not only a means of promoting psychological services in socio-psychological groups, but also a means of psycho-correction and psychological impact. It develops relevant meanings in the addressee, personal development, self-help, and stress relief.
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15

Borkoski, Carey y Brianne Roos. "Listening to and Crafting Stories: Cultivating Activism in Online Doctoral Students". Impacting Education: Journal on Transforming Professional Practice 6, n.º 1 (11 de marzo de 2021): 33–36. http://dx.doi.org/10.5195/ie.2021.119.

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The Johns Hopkins online EdD program prepares students as scholar-practitioners who become leaders and agents of change across educational contexts. Advocating for equity and social justice requires our students to not only immerse themselves in the relevant literature and learn the traditional skills of applied research but to master the art of communication through a sort of storytelling. Storytelling, in this sense, represents a means to gather and analyze data and understand and integrate diverse perspectives to engage and persuade relevant stakeholders (Moezzi, Janda, & Rotmann, 2017). The Hopkins first-year EdD programming and coursework emphasize the use of deficit-free language to understand people and problems, consideration of diverse perspectives and structuring inquiry with a systems-approaches to explore contextual problems using a mixed methods research paradigms. Together, the program's approach to student learning and practice-oriented courses and dissertation research contribute to training scholar-practitioners as activists who ask relevant questions, draw on multiple perspectives to craft potential solutions, adapt to a variety of contexts and circumstances, engage with diverse stakeholders, reflect on their own assumptions, and admit to and learn from mistakes throughout the process. Through a detailed accounting and examination of the JHU onboarding features and processes, particular course content and assignments, as well as the interplay of these elements, this paper will demonstrate how attending to language, perspective taking, context, and research inquiry support the development of scholar-activists.
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16

SHKOLA, I. y B. SALIUK. "ПІДВИЩЕННЯ МОВЛЕННЄВИХ НАВИЧОК СТУДЕНТІВ ШЛЯХОМ ВИКОРИСТАННЯ ЦИФРОВОГО СТОРІТЕЛІНГУ У ВИКЛАДАННІ АНГЛІЙСЬКОЇ МОВИ В УНІВЕРСИТЕТІ". Scientific papers of Berdiansk State Pedagogical University Series Pedagogical sciences 1, n.º 3 (7 de diciembre de 2022): 398–405. http://dx.doi.org/10.31494/2412-9208-2022-1-3-398-405.

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The article is dedicated to the method of digital storytelling in teaching the English language to higher education establishments, in particular enhancing students’ speaking ability which is seen as an interaction and social and situation-based activity. The significance of speaking of learners of English as a second (foreign) language is out of doubt whereas it becomes the dominant tool for communication. Therefore, the necessity to teach students to use language as a communicative means rather than to inform them about the language leads educators to implementation of modern teaching methods. Storytelling as a teaching method has been confidently placed within English teachers’ work for the last two decades and recommended as quite effective and handy which assists to reduce students’ psychological barriers to speaking such as anxiety to perform in public and lack of motivation. It is noticed in the article that several constant and traditional story plots (elementary, butterfly effect or groundhog day, Cinderella syndrome, quest, etc.) are well-known and easily recognizable so teachers can use them to create a comfortable learning environment aimed to support learners’ speaking skills and, as such, focused mostly on their development. The fact that storytelling has great potential while digital storytelling integrates the traditional art of oral storytelling with the technology available in the twenty-first-century classroom is highlighted in the article. This facilitates the process of information perception by young people with clip thinking because the visualization attracts their attention and forms interest in one or another topic or discipline in general. Digital storytelling is mentioned as the practice of combining narrative with digital content, including images, sound, and video to create a digital story using online platforms or appropriate software. Digital storytelling might be incorporated in higher education both working offline and during distance or blended learning, either to introduce new material, encourage conversation, and make abstract or conceptual topics easier to understand. Key words: digital storytelling, method, speaking skills, higher education.
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17

Tavčar, Marija y Biljana Mitrović. "The Transdisciplinary Encounter of Narratology and Visual Art in MMORPGs". AM Journal of Art and Media Studies, n.º 27 (15 de abril de 2022): 103–14. http://dx.doi.org/10.25038/am.v0i28.495.

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The aim of this paper is to present and analyze visual elements of MMORPG (Massively Multiplayer Online Role-playing Game) storyworlds as important aspects of both world-building and the immersion capacity of virtual worlds. MMORPGs are characterized by multi-user environments called ‘open worlds’, in which maps and geography of space play an important role. Geography and maps that represent these geographical forms in the game play a significant role in creating the worldness of virtual space and the narratives located in them. The same goes for the features of architecture, natural or outer space expanses. Visual elements contribute to the narrative in numerous ways, which is analyzed in detail using a transdisciplinary approach – the narratological apparatus and especially the shift towards postclassical narratology. Another, but not less important visual aspect that will be presented in the paper is the importance of character appearance, as well as clothing (armors) and equipment in the context of building character identity for themself (the player) and the way they present themselves to other players. All of these aspects indicate that visual space (geographical and architectural) as well as visual characteristics of the characters have an important role in storytelling, supporting the transmedial praxis of contemporary narrative forms. Article received: December 23, 2021; Article accepted: February 1, 2022; Published online: April 15, 2022; Original scholarly article
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18

Kwon, Hyunwoo. "Case Study of Non-face-to-face Convergence Culture and Arts Education Program Development and Operation: Focusing on the Weekend Art Campus Program “Another i”". Korean Society of Culture and Convergence 44, n.º 6 (30 de junio de 2022): 229–46. http://dx.doi.org/10.33645/cnc.2022.6.44.6.229.

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In this study, we tried to examine the development and operation of a culture and arts education program that combines technology and art in non-face-to-face online culture and arts education in the era of COVID-19. The purpose of this study was to overcome the limitations of non-face-to-face culture and arts education and to seek ways to practice technology convergence culture and arts education. For this purpose, we focused on the case of “Another i”, the weekend art campus of Dream Darak Saturday Culture School, which was conducted online from July to November 2021. The program was originally planned as face-to-face education, but due to the pandemic, it was switched to non-face-toface and non-face-to-face online education was operated through four stages: planning, design, implementation, and evaluation. “Another i” is a convergence culture and arts education program that combines VR and storytelling. The possibility of forming a rapport was confirmed through communication using an online platform, and a new development and operation case of culture and arts education that converges technology and art was presented. However, the limitations of the operation results include the limitations of the online platform, communication problems between participants, and problems with the appropriate skill level in technology convergence culture and arts education. ration is required As the implications of this study, it suggested a change in perspective on non-face-to-face online education, rapport formation activities suitable for non-face-to-face situations, continuous efforts to adapt to various platforms and software, and preparation of programs for culture and arts education combined with technology. Future research should be continued so that non-face-to-face online convergence education can move forward as a new form of cultural arts education rather than an alternative to face-to-face classes.
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19

S. Victoria Alan. "Digital Storytelling and Multimedia Tools for Teaching Language and Literature". Shanlax International Journal of English 12, S1-Dec (14 de diciembre de 2023): 110–14. http://dx.doi.org/10.34293/rtdh.v12is1-dec.49.

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This study explains how digital stories are used in teaching language and literature. This paper shows how the art of storytelling can be effectively used with growing digital technology. There is a tremendous shift from print to digital media in the 21st century. The traditional oral storytelling method has changed to visual digital media stories with video, audio, and 3D objects, this helps the readers to interact with stories currently. Digital storytelling is the result of combining different media elements into a coherent story. The digital story presentation is short but it is attractive. They stimulate the senses and imagination and are suitable for different learning styles. Nowadays our student curriculum is different, they have distance education, online education, and direct education. Because of this, we have to blend our classroom education with computers and new technologies. Teachers and professors use computers, scanners, printers, cameras, and the Internet in classrooms. Teachers use effective technology to increase student learning and understanding. In the olden days, people tell stories to children at bedtime, nowadays computers are creating multiple stories, and humans need not want to break their heads to tell stories. Everything is digital now, so it is much easier to create stories for our written literature and second language teaching. The students are very interested in seeing visual stories for their lessons.
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20

Murray‐Johnson, Kayon y Bryan Dewsbury. "Strengthening inclusive teaching with a MOOC: Adult education and STEM as professional development partners". New Directions for Adult and Continuing Education 2024, n.º 181 (marzo de 2024): 29–40. http://dx.doi.org/10.1002/ace.20519.

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AbstractThis article explores the design and development of a Massive Open Online Course (MOOC) on inclusive teaching. Released in the Fall of 2023, the MOOC is particularly unique because of its intentional use of ethnically diverse voices and multimodal content to include art, music, spoken word, and storytelling. Modules range from Self and Empathy to Classroom Climate and Networks. MOOC production was graciously funded by a grant from the Howard Hughes Medical Institute. At its core, the article will share reflections on the rationale and process, describe how STEM and Adult Education scholar‐practitioners collaborated to infuse adult education and interdisciplinary concepts in MOOC development and outline meaningful implications for the field.
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21

Yibo, Wang. "Advocacy and Fundraising through Strategic Communication: A Critical Literature Review in China". American Journal of Public Relations 2, n.º 1 (9 de noviembre de 2023): 28–37. http://dx.doi.org/10.47672/ajpr.1642.

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Purpose: The aim of this study was to explore on the advocacy and fundraising through strategic communication in China. Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low-cost technique as compared to field research, as the main cost is involved in executive's time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library. Findings: The findings revealed that there exists a contextual and methodological gap relating to the on the advocacy and fundraising through strategic communication in China. The findings from the empirical studies on reveal several key trends and insights. First, digital communication channels have emerged as pivotal tools for nonprofits. Personalized and emotionally resonant content, coupled with consistent engagement strategies, significantly increase donor participation and donation rates. Second, storytelling is a universally powerful tool in advocacy and fundraising efforts. Whether through written narratives or video content, storytelling has consistently proven its ability to engage donors on a personal and emotional level. Sharing authentic and compelling stories about the impact of donations not only deepens donor relationships but also motivates ongoing support. Recommendations: Storytelling emerged as a powerful communication tool across various studies. To effectively convey their mission and engage supporters, nonprofits should prioritize the art of storytelling. This involves sharing authentic, relatable, and emotionally resonant narratives that connect donors to the cause on a personal level. Providing real-life examples of how donations make a difference can strengthen donor relationships and encourage ongoing support. Nonprofits should train their communication teams in storytelling techniques and consistently incorporate compelling narratives into their advocacy and fundraising campaigns. Furthermore, the studies emphasize the significance of transparency and building trust with donors. Nonprofits should be open and honest about their goals, progress, and the impact of their work. Clear communication about how donations are utilized can enhance donor trust and confidence. Organizations should consider creating impact reports and sharing success stories regularly to keep supporters informed about the outcomes of their contributions.
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Sriwisathiyakun, Kanyarat. "Crafting Digital Micro-Storytelling for Smarter Thai Youth: A Novel Approach to Boost Digital Intelligent Quotient". Journal of Information Technology Education: Innovations in Practice 23 (2024): 004. http://dx.doi.org/10.28945/5273.

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Aim/Purpose: To conduct a needs assessment and subsequently create micro-storytelling media aimed at enhancing the Digital Intelligence Quotient (DQ) skills of young individuals. Background: In today's digital society, DQ has emerged as a vital skill that elevates individuals in all aspects of life, from daily living to education. To empower Thai youth, this study seeks to innovate DQ content by adapting it into a digital format known as micro-storytelling. This unique approach combines the art of storytelling with digital elements, creating engaging and effective micro-learning media Methodology: The methodology comprises three phases: 1) assessing the need for digital micro-storytelling development; 2) developing digital micro-storytelling; and 3) evaluating the DQ skills among young individuals. The sample group consisted of 55 higher education learners for needs assessment and 30 learners in the experiment group. Data analysis involves PNI modified, mean, and standard deviation. Contribution: This research contributes by addressing the urgent need for DQ skills in the digital era and by providing a practical solution in the form of digital micro-storytelling, tailored to the preferences and needs of Thai youth. It serves as a valuable resource for educators and policymakers seeking to empower young learners with essential digital competencies. Findings: The findings demonstrate three significant outcomes: 1) The learners wanted to organize their own learning experience with self-paced learning in a digital landscape, and they preferred digital media in the form of video. They were most interested in developing DQ to enhance their understanding of digital safety, digital security, and digital literacy; 2) according to a consensus of experts, digital micro-storytelling has the greatest degree of quality in terms of its development, content, and utilization, with an overall average of 4.86; and 3) the overall findings of the assessment of DQ skills indicate a favorable level of proficiency. Recommendations for Practitioners: Align materials with micro-learning principles, keeping content concise for effective knowledge retention. Empower students to personalize their digital learning and promote self-paced exploration based on their interests. Recommendation for Researchers: Researchers should continuously assess and update digital learning materials to align with the evolving digital landscape and the changing needs of students and investigate the long-term effects of DQ improvement, especially in terms of online safety and digital literacy in students' future lives and careers. Impact on Society: This study's impact on society is centered around fostering a DQ, promoting innovative educational approaches, and elevating Thai youth with essential digital skills. It contributes to a safer, more informed, and digitally literate generation prepared for the challenges of the digital era. Future Research: Undertake comparative studies to analyze the effectiveness of different digital learning formats and methodologies. Comparing micro-storytelling with other approaches can help identify the most efficient and engaging methods for enhancing DQ.
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Grantina, Elina y Jelena Budanceva. "Incorporating Art Events Into Marketing Activities - Good Practice By European Zoos". Economics and Culture 20, n.º 2 (1 de diciembre de 2023): 12–31. http://dx.doi.org/10.2478/jec-2023-0013.

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Abstract Research purpose. In today's business world and for over a hundred years, art events have been used to develop a brand, promote awareness, and increase the number of customers. Art is a useful tool for a company to promote and advertise its products. As some authors mentioned, arts can enhance the company's image: in marketing and selling, art can brand a company's culture and products; arts can also act as a social connector in the workplace and beyond and in marketing, art can brand a company's culture and products, it helps to further community relations (Anderson, 2017). Companies can use not only art events to attract customers and diversify target audiences but also institutions such as zoos. Attracting visitors through art events is especially important for those zoos that cannot afford rare animal species or special spaces and landscapes. Nowadays, most cultural activities in zoos are done under the educational programs - educational activities provided by zoos not only concern animals, biodiversity and the environment but may have cross-academic roots, like arts, geography, theatre, engineering and technology, physical and mental health, even math (Zareva-Simeonova et al., 2014.) Social media development gives the zoos an excellent opportunity to make these activities visible and allows them to incorporate art, music, crafts, games, and storytelling into the zoo experience. Videos, artistic content and online read-alongs can draw kids and their families into the zoo community long before stepping foot into the zoo. (Softplay, 2023). The most active in attracting visitors with art and culture activities are USA zoos, from the usual placement of art objects in the zoo territory and celebration of various holidays to master classes with professional artists who teach visitors to draw animals and art residencies. This research aims to identify European best practice examples of zoos using art events that attract more local visitors and tourists and classify art events in zoos. Design / Methodology / Approach. Using the document analysis method, the home pages of different zoos worldwide were analysed. In antiquation, partly structured interviews with zoo representatives and artists were made. Findings. The results of the research will be presented at the conference. Originality / Value / Practical implications. The research summarises the experiences of different zoos in organising art events. It creates a typology of art events that can be used by representatives of different zoos when planning additional activities.
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24

Malik, Moazzam Ali, Muhammad Irfan y Muhammad Umair Ayub. "Beyond the Stage: Exploring the Transmedial Adaptation of "to be or not to be" in Hamlet on Rooftop". Global Social Sciences Review VIII, n.º II (30 de junio de 2023): 331–44. http://dx.doi.org/10.31703/gssr.2023(viii-ii).30.

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Comics blend linguistic resources and semiotic signs to represent different ideas. The rise of online platforms and the ease of digital distribution has made the production and consumption of comics a common phenomenon. In storytelling, their significance is acknowledged as an effective source of visual representation of sequential art. The present study underpins different techniques and strategies employed by Eisner for blending art and literary discourse to create an adapted comic version of "Hamlet"—named "Hamlet on a Rooftop". This comic is set in urban settings, in which Eisner highlights the themes of revenge, inner conflicts, family politics, etc. Focusing on the comical adaptation of Hamlet's famous soliloquy "to be, or not to be", the current study delineates how Eisner has used visual icons, facial expressions, colours, lettering, etc., to tell a visual narrative. The study also explores how the use of sequential visual style in "Hamlet on a Rooftop" gives the narrative flow to this comic. The study's findings enlist different techniques that work as a tool kit for comic writers to represent different ideas in an exciting fashion with the help of multimodal semiotic signs.
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25

Bromley, Roger. "Storying community: Re-imagining regional identities through public cultural activity". European Journal of Cultural Studies 13, n.º 1 (29 de enero de 2010): 9–25. http://dx.doi.org/10.1177/1367549409352546.

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This article is designed to stimulate discussion around a number of related topics. Sceptical that governments, regional or otherwise, are capable of producing regional identities in any other but rhetorical or formulaic terms, it is argued that, in the past decade or so, a number of potentially popular and democratizing tendencies have developed in the wake of new media technologies, but also in different forms of public, community-based cultural activity. Drawing upon models of such activity like the 1993 Chicago Culture in Action project and other examples of a new genre of public art in Manchester and London, together with television-based initiatives, it will be shown how active communities, however tentative and provisional, can be brought into being through interests held in common. On the other hand, new social media are explored for their potential for producing ‘network communities’ in online and offline modes. One prominent and widespread example is digital storytelling, which, at local, regional, national and international levels, has recognized the power of the complex and multiple narratives that shape people’s lives and has harnessed these in ways that bring together narrative, technology and community-building as part of a development strategy, particularly for those alienated or otherwise excluded from access to media. Linked to the focus on digital storytelling will be a brief consideration of citizen media sites and initiatives as a means of possibly helping to open up, legitimate and construct regional identity in a multilayered fashion.
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26

Weissburg, Evan, Arya Kumar y Paramveer S. Dhillon. "Judging a Book by Its Cover: Predicting the Marginal Impact of Title on Reddit Post Popularity". Proceedings of the International AAAI Conference on Web and Social Media 16 (31 de mayo de 2022): 1098–108. http://dx.doi.org/10.1609/icwsm.v16i1.19361.

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Several factors influence the popularity of content on social media, including the what, when, and who of a post. Of these factors, the what and when of content are easiest to customize in order to maximize viewership and reach. Further, the title of a post (part of the what) is the easiest to tailor, compared to the post's body, which is often fixed. So, in this paper, we assess the impact of a post's title on its popularity while controlling for the time of posting (the when) by proposing an interpretable attention-based model. Our approach achieves state-of-the-art performance on predicting the popularity of posts on multiple online communities of various sizes, topics, and formats while still being parsimonious. Interpretation of our model's attention weights sheds light on the heterogeneous patterns in how the specific words in a post's title shape its popularity across different communities. Our results highlight the power of sentiment alignment, personal storytelling, and even personality politics in propelling content to virality.
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27

Choudhry, Abhinav, Jinda Han, Xiaoyu Xu y Yun Huang. ""I Felt a Little Crazy Following a 'Doll'"". Proceedings of the ACM on Human-Computer Interaction 6, GROUP (14 de enero de 2022): 1–28. http://dx.doi.org/10.1145/3492862.

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Virtual Influencers (VIs) are computer-generated characters, many of which are often visually indistinguishable from humans and interact with the world in the first-person perspective as social media influencers. They are gaining popularity by creating content in various areas, including fashion, music, art, sports, games, environmental sustainability, and mental health. Marketing firms and brands increasingly use them to capitalise on their millions of followers. Yet, little is known about what prompts people to engage with these digital beings. In this paper, we present our interview study with online users who followed different VIs on Instagram beyond the fashion application domain. Our findings show that the followers are attracted to VIs due to a unique mixture of visual appeal, sense of mystery, and creative storytelling that sets VI content apart from that of real human influencers. Specifically, VI content enables digital artists and content creators by removing the constraints of bodies and physical features. The followers not only perceived VIs' rising popularity in commercial industries, but also are supportive of VI involvement in non-commercial causes and campaigns. However, followers are reluctant to attribute trustworthiness to VIs in general though they display trust in limited domains, e.g., technology, music, games, and art. This research highlights VI's potential as innovative digital content, carrying influence and employing more varied creators, an appeal that could be harnessed by diverse industries and also by public interest organisations.
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28

Rastogi, Richa, Sufia Sultana, Sabina AlFaruque y Sabah Muhamed Abbas Hamza. "Investigating the Changing Role of Technology for EFL Teaching in Saudi Arabia Amidst Pandemic". Journal of English Language Teaching and Applied Linguistics 6, n.º 4 (16 de noviembre de 2024): 141–51. http://dx.doi.org/10.32996/jeltal.2024.6.4.15.

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The COVID pandemic has resulted in overwhelming consequences in all fields of education. This global crisis posed challenges to teachers as well as all educational policy makers to prove their adaptability and resilience to the effects of technology on teaching and learning. This study aimed to establish that digital technologies, by making use of storytelling techniques, developed learners’ autonomy, creativity and thus led to learning effectiveness. The study also aimed to identify the extent to which technology made adverse effects on learners during the pandemic in an EFL environment in the Saudi Arabian context, and then endeavor to provide evidence of technology having made a big impact on teaching and learning. This qualitative study was carried out through a documentation survey and a revision of state-of-the-art literature comprising blind peer-reviewed empirical studies. Results reveal that, despite a common perception that technology made an adverse effect on teaching and learning, amidst pandemic, technology provided a large amount of learning opportunities in EFL teaching in the Saudi Arabian context. The implications of the study include providing insights about pedagogical adaptations and changing roles of teachers in an online learning environment.
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Thi Vi, Phuong, Sabahudin Hadžialić y Adamkolo Mohammed Ibrahim. "Vietnam’s Online Newspaper Development Trend in the Context of Social Media". Studia i Analizy Nauk o Polityce, n.º 1 (27 de junio de 2023): 57–82. http://dx.doi.org/10.31743/sanp.14663.

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According to statistics from the Ministry of Information and Communications, as of December 2022, the whole country has 127 news agencies; 670 journal agencies (there are 327 journals of political theory and science, 72 journals of literature and art); 72 radio and television agencies. Personnel operating in the field of journalism are about 41,000 people, of which the radio and television sector is approximately 16,500 people. Compared with 2021, personnel is relatively stable and the number of personnel granted journalist cards increases significantly. There have been 19,356 cases of being granted journalist cards. It is easy for the public to check the names of long-term online newspapers and major readers such as “VnExpress,” “Dan Tri,” “Vietnamplus,” “VietNamNet,” etc. The emergence of multimedia journalism is an important step towards shaping the new type of digital storytelling and the future of journalism. In the process of renovation, the Vietnamese press is also gradually transforming and approaching new media products (Long-form/E-Magazine/Megastory) that show long, in-depth stories and multi-purpose writing, photos, audio, video, photographers, etc. According to “Vietnamplus” – a press agency leading this trend, when you first bring this type of work to the public, it is unexpected that these works are received more strongly than other types of media. We use questionnaires to build public perceptions and observations as journalists working for five major online newspapers in Vietnam. The data is taken from in-depth interviews with journalists, editors, editorial staff, and editors-in-chief of five major online newspapers in Vietnam. We choose the sample according to the sampling method of the case. In the context of social media, Vietnam’s online newspapers have developed and changed significantly. These findings will enrich and have a typical impact by clarifying two main contradictions that exist in Vietnam’s online newspapers. Those are conflicts between news products, regular articles and media products, e-magazines, megastory and conflicts in organizations producing online newspapers. From there, the article looks at how Vietnam’s online newspaper is going to grow, how it uses visual reporting, and how excited journalists and press managers are about it.
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Neupane, Pimala. "Telling Stories about Transformed Identity of Mithila Women through Paintings". Khwopa Journal 6, n.º 1 (1 de julio de 2024): 47–58. http://dx.doi.org/10.3126/kjour.v6i1.66819.

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This research paper attempts to explore the way Maithili women project their identiy by telling their stories in Mithila Paintings. They portray their role as women telling traditional to extraordinary stories through painting in the Maithil community. On the one hand, they have social role to play as daughter (in-laws) and mother (in-laws), and remain confined to serve the overall purposes of the patriarchal ruling system, follow conventional set of behaviors in the family and society, but on the other hand, they hold tremendous skills of telling stories executing Mithila paintings. This art and skills in them have finally helped them to carve out their identity as independent, bold, and courageous women leading the whole Mithila community by telling their story in Mithila painting. They present their long experience of struggle of fighting against their marginal position in the Maithil community. During the research on Mithila women’s paintings, the researcher hascollected data based on secondary resources such as articles, books, different research works of the different researchers from online or printed materials, visiting libraries, and consulting with experts in the field. The visual storytelling method is used and feminist theory is applied to analyze the data and to support her claim.
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31

Haryadi, Rudi, Muhammad Eka Prasetia, Akhmad Rizkhi Ridhani y Yulizar Abidarda. "Implementasi 21st Century Community Counseling Program bagi Anak Kurang Beruntung di Yayasan Anak Bangsa Mandiri Banua". Bubungan Tinggi: Jurnal Pengabdian Masyarakat 2, n.º 2 (28 de septiembre de 2020): 73. http://dx.doi.org/10.20527/btjpm.v2i2.2128.

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Kegiatan pengabdian kepada masyarakat ini bertujuan untuk untuk memberikan pelatihan 21st century skill melalui pelayanan bimbingan dan konseling secara terprogram bagi anak-anak kurang beruntung agar mampu mencegah masuknya pengaruh negatif lingkungan urban bagi mereka. Kegiatan dilaksanakan di Rumah Singgah milik Yayasan Anak Bangsa Mandiri Banua. Kegiatan ini mempunyai 11 metode terprogram yang dilaksanakan berkesinambungan selama 6 bulan. Tujuh dari sebelas program konseling komunitas telah dilaksanakan secara tatap muka, yaitu: (1) koordinasi program dengan pengelola komunitas; (2) asesmen dan orientasi program; (3) bimbingan klasikal teknik kuis dan teka-teki; (4) pelatihan keterampilan bahasa asing dasar; (5) bimbingan klasikal tema ‘leadership’ dengan Teknik storytelling dan symbolic modeling; (6) bimbingan kelompok tema ‘problem solving’ dengan metode permainan eduaktif; dan (7) konseling kelompok art therapy. Sedangkan 4 sisanya dilaksanakan secara daring karena adanya pemberlakuan aturan social-distancing akibat Pandemi Covid-19, yaitu: (1) bimbingan karier tema cita-cita dan masa depan; (2) konseling individual; (3) gerakan sadar literasi; dan (4) asesmen akhir. Hasil asesmen pada sebelum dan sesudah program menunjukkan adanya peningkatan kecil 21st century skills anak (+7,8 poin). Direkomendasikan agar kegiatan ini dapat terus diterapkan guna memperoleh efek yang lebih baik dalam peningkatan 21st century skills pada anak. Community service activities aim to provide 21st-century skills training through programmatic guidance and counselling services for disadvantaged children to be able to prevent the entry of negative influences on the urban environment for them. The activity held at the Rumah Singgah owned by the Yayasan Anak Bangsa Mandiri Banua. This activity has 11 programmed methods that are carried out continuously for six months. Seven of the eleven community counselling programs have been carried out face-to-face: (1) program coordination with community managers; (2) assessment and orientation of the program; (3) classical guidance on quiz and puzzle techniques; (4) basic foreign language skills training; (5) classical guidance on the theme 'leadership' with storytelling and symbolic modelling techniques; (6) theme group guidance ‘problem solving’ with educational methods; and (7) art therapy group counselling. While the remaining four are carried out online because of the enactment of social-distancing rules due to the Covid-19 Pandemic: (1) career guidance on the themes of ideals and future; (2) individual counselling; (3) literacy conscious movements; and (4) final assessment. The results of the assessment before and after the program showed a small increase in 21st-century children's skills (+7,8 points score). It is recommended that this activity can continue to be applied to obtain a better effect in improving 21st-century skills in children.
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Presti, Olga Lo y Maria Rosaria Carli. "Italian Catacombs and Their Digital Presence for Underground Heritage Sustainability". Sustainability 13, n.º 21 (30 de octubre de 2021): 12010. http://dx.doi.org/10.3390/su132112010.

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The Italian catacombs represent one of the most interesting examples of the country’s underground built heritage. A strategic use of digital technologies can foster their sustainability by providing virtual access to local communities and tourists, as well as by transferring their value to future generations. Referring to a classification of the catacombs of Italy carried out by the Pontifical Commission for Sacred Archaeology of Vatican City, this paper analyzes the digital presence of this heritage within the contexts of social media, video sharing and navigation platforms in institutional and touristic areas. The emerging results show a good digital presence of this cultural heritage on these platforms. At the same time, they reflect an almost total absence of 3D technologies, virtual reconstructions or augmented reality. Only 2 out of 63 catacombs analyzed offer a photographic overview of the sites through the online Google Art and Culture platform, but this is only a small example of what a virtual visit would offer. The following work is based on this notion, as it aims to demonstrate that this type of underground built heritage still has great potential for the valorization and sustainability of these sites through the use of digital technologies. The use of virtual and augmented reality, enhanced by immersive storytelling, would limit the physical wear and tear on the site, making its conservation sustainable in the long term.
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33

Borecky, Andrew. "Dungeons, Dragons, and Music". Journal of Sound and Music in Games 2, n.º 1 (1 de enero de 2021): 46–64. http://dx.doi.org/10.1525/jsmg.2021.2.1.46.

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Since 1974, Dungeons & Dragons (D&D) has existed on the fringes of popular culture alongside many other tabletop roleplaying games. In recent years, however, D&D and other RPGs have emerged at the forefront of gaming culture. The allure of fantasy and magic draws players into creating and roleplaying characters in a mediated fantasy space through social interaction. Though largely untheorized, Dungeons & Dragons has been examined through sociological and philosophical lenses, though these studies often ignore the performative aspects of the game itself. During gameplay, Dungeon Masters (DMs) often exploit sensory detail, music specifically, in order to encourage roleplay in their players. The fifth edition handbook of D&D states that DMs can use “music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they might play in the game.” The following research explores the use of music within D&D as it relates to the players’ ability to immerse themselves within the game, drawing on research in ludomusicology and applying a lens of reflexive and close ethnography. Additionally, this research explicates a growing popularity of D&D on the internet through shows such as Critical Role and the live storytelling genre, as well as how it has altered ideas concerning the performance of voice. Based on interviews with players and observations of D&D games in person and via online streaming services, this article asserts that music allows players to immerse themselves within the setting of the game, which in turn creates a form of participatory performance for both the players and the Dungeon Master.
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34

Teh, Sharafina, Vimala Perumal y Hushinaidi Abdul Hamid. "Investigating How Frame Rates in Different Styles of Animation Affect the Psychology of the Audience". International Journal of Creative Multimedia 4, n.º 2 (30 de septiembre de 2023): 10–31. http://dx.doi.org/10.33093/ijcm.2023.4.2.2.

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As an art form that has existed since nearly a century ago, animation has birthed many different techniques of presenting visual motion to the audience, either in a more familiar, realistic representation or a stylistic visual choice that goes beyond imagination. Various elements such as characters, objects, environments and abstract constructs are combined into one cohesive shot and subsequently, several of these shots are compiled to create one scene in an animation production. Among these aspects of animation that have to be taken into consideration heavily by animators, is frame rates, or more commonly known and abbreviated as FPS (frames per seconds). The definition of frame rate is basically the amount of frames or images that are playing within one second exactly in a time-based work. There are several variations of frame rates that are used by different styles of animation, whether it is traditional hand-drawn 2D animation, fully computer-generated 3D animation, stop motion and even hybrids of these different methods. One such example of an animated work in recent years that has pioneered the usage of different frame rates in their production is the animated feature film by Sony Animation, Spiderman: Into the Spider-Verse, and its sequel which was newly released in theatres, Across the Spider-Verse, among other examples as well, but for this film in particular, the usage of different frame rates was intentional. In this article, how different frame rates are utilized in different forms of animation are studied by analyzing different existing examples that have been published for the general audience in movie theatres, online streaming and television, as well as exploring the function of different frame rates and the effect that they have towards the audience’s psychology as well as in the context of storytelling when it comes to presenting their characters’ personality and background.
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35

Świerczyńska-Kaczor, Urszula. "Empirical insights into traditional and AI enhanced interactive narratives based on children’s fables". Journal of Economics and Management 46 (2024): 25–54. http://dx.doi.org/10.22367/jem.2024.46.02.

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Aim/purpose – The study delves into the creation and the experience of interactive children’s narratives based on poetry, examining the emerging role of artificial intelli- gence (AI) as a collaborative partner in storytelling for children. The research questions are: 1) What are the experiences of readers, specifically children’s guardians, with inter- active narratives based on children’s poetry?; 2) How do children’s guardians experience inter-active stories co-generated in real-time through conversations with artificial intelli- gence?; 3) Is it feasible to create a satisfying narrative for children from a specific set of images through the use of AI technology? Design/methodology/approach – This paper synthesizes findings from the following studies: a) Qualitative analysis of interactive narratives based on Stanisław Jachowicz’s poems, involving a comprehensive online questionnaire survey, with 80 respondents participating in the latest study; b) An evaluative study focused on real-time interactions with AI-generated interactive narratives based on Stanisław Jachowicz’s poems. This involved 12 participants who provided detailed feedback on their experience; c) An autoethnographic study exploring the creative process of generating children’s narratives from a set of images using AI. Findings – The findings from the exploratory studies suggested that interactive narra- tives based on poetry would be beneficial for education and the promotion of reading. The interactive narrative can be simply designed (simple mechanics, simple options) and nevertheless, it can evoke a positive user experience. The constructs of telepresence and player agency apply not only to the interactive narrative and the poem that serves as its foundation. The evaluation of the interactive narrative generated by ChatGPT was posi- tive, both as real-time interactive storytelling experienced by the reader with AI and as the interactive narrative created based on a set of images. In the process of generating interactive narratives during real-time interactions, ensuring safety, reliability, and trust- worthiness for children is a crucial aspect. Research implications/limitations – The research suggests that educational organiza- tions can benefit from introducing interactive narratives based on poetry into children’s curricula. Furthermore, artificial intelligence can be effectively utilized in creating such content, both in the form of traditional interactive narratives presented to children and in real-time interactions with AI. However, it is also important for organizations to develop tools for monitoring children’s safety. Originality/value/contribution – This paper sheds light on the reader’s experience with interactive narratives based on poetry and highlights the transformative impact of AI on reading and writing in children’s literature, emphasizing how significantly the roles of writers and readers have changed with the introduction of AI. The swift evolution of artificial intelligence raises concerns that vital literary participants – including authors, researchers, publishers, and readers – may not grasp the essential skills and knowledge for utilizing AI. This paper can be helpful for these groups as it provides clues on how to produce good prompts, leading to the creation of children’s narratives. Keywords: art studies, Human-Centered AI, interactive narrative, game development, user experience. JEL Classification: Z11, L86, M31.
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Valle, Natercia, Pavlo Antonenko, Lorena Endara, Ellen Christine Davis, Gabriel Somarriba, Emily Sessa, Feiya Luo et al. "Community Science, Storytelling, or Inquiry-Based Learning? Evaluating Three Technology-Enhanced Pedagogical Approaches in an Online Botany Course". American Biology Teacher 83, n.º 8 (1 de octubre de 2021): 513–20. http://dx.doi.org/10.1525/abt.2021.83.8.513.

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This study explored how the use of three different pedagogical frameworks (community science, storytelling, and inquiry-based learning) influenced learners’ awareness and appreciation of flagellate plants in an undergraduate online botany course. Students’ opinions, attitudes, and perceptions toward science were explored using the Classroom Undergraduate Research Experience survey. Qualitative and quantitative results indicated that although most students appreciated all three activities, the storytelling activity produced the most positive perceptions of learning. Logistic regression analyses demonstrated that gender and attitudes toward science influenced student perceptions of the activities. Positive science attitudes predicted positive perceptions of the activities, and female students were more likely to report positive perceptions. These results suggest that as a pedagogical framework for organizing learning activities, storytelling holds potential for promoting positive attitudes toward science and science learning, particularly with female learners.
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Jaca, Cristie Ann L. "Storytelling in Online Classes as an Oral Communication Strategy during the Pandemic". Randwick International of Education and Linguistics Science Journal 2, n.º 1 (30 de marzo de 2021): 1–7. http://dx.doi.org/10.47175/rielsj.v2i1.193.

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The covid-19 pandemic has affected the students’ learning mentality as they become passive during online classes due to what is happening around them. The focus of teaching now is to make the students feel comfortable learning despite distractions caused by the pandemic. This paper presents storytelling as an oral communication strategy during online classes to be comfortable and motivated in their learning. This study used the descriptive research method that describes storytelling as an instructional strategy in online classes for students to be engaged and motivated to learn. The study's findings indicate that the use of stories and the act of telling personal stories have developed the students' expressive language and provided students the opportunity to express their ideas in a non-threatening environment. It proved that storytelling during the online class positively impacted the students’ oral communication skills. It helped students communicate their thoughts and feelings without fear of being judged. Moreover, it offered opportunities for students to participate in class.
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Semenenko, Oleksandra. "ADVERTISING AS A FORM OF MASS COMMUNICATION". Odessa National University Herald. Series: Philology 28, n.º 1(27) (23 de diciembre de 2023): 72–81. http://dx.doi.org/10.18524/2307-8332.2023.1(27).297882.

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The article examines the role of advertising as an important form of mass communication in modern society. Various aspects of advertising were explored, including its impact on consumers, the role of media in development, and innovative technologies in the advertising industry. Key trends in the advertising industry and the influence of social networks and online platforms on its development are noted. The article offers a discussion about the relevance of advertising in today’s information society and its important role in mass communication, considering new technologies and ethical and regulatory challenges. This article delves into the multifaceted realm of advertisment, dissecting its essence as a powerful form of communication that extends beyond the mere promotion of products or services. Acknowledging advertising as a dynamic discourse, we explore how it shapes and reflects societal values, consumer behaviors, and cultural landscapes. This article examines the symbiotic relationship between advertisers and consumers, highlighting the intricate ways in which messages are crafted, disseminated, and interpreted in an ever-evolving media landscape. By presenting a comprehensive analysis of advertising as a communicative phenomenon, this article aims to contribute to a deeper understanding of its influence on culture, society, and individual behavior. As we navigate the intricate web of messages embedded in advertisements, we gain insights into the subtle ways in which advertising both reflects and shapes the collective consciousness, inviting a broader conversation on the intersection of commerce, communication, and culture. A crucial facet of our analysis is the transformative role of technology in reshaping advertising paradigms. We explore the evolution from traditional media to the digital landscape, examining the implications of data-driven personalized advertising and the shift towards interactive, user-generated content. The article navigates the intricate dynamics of consumer engagement in an age where connectivity and interactivity redefine the boundaries of communication. Ultimately, this comprehensive exploration of advertising as communication aims to foster a deeper appreciation for its far-reaching influence. By unpacking the layers of meaning embedded in advertisements, we invite readers to contemplate the broader implications for culture, societal values, and the evolving relationship between brands and consumers. Through this lens, the article seeks to contribute to a richer understanding of the intricate interplay between commerce, communication, and culture in the contemporary landscape. Drawing on a synthesis of communication theories, cognitive psychology, and marketing strategies, this paper dissects the linguistic, visual, and narrative elements employed in advertising to convey messages and illuminates how advertisement demonstrates the art of persuasion and the strategic deployment of emotions, storytelling, and symbolism in constructing compelling narratives.
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39

Galanina, Ekaterina V. y Elena O. Samoylova. "“GAME-RELATED PHENOMENA” AS MODERN MYTHMAKING". Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, n.º 40 (2020): 5–19. http://dx.doi.org/10.17223/22220836/40/1.

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The relevance of the subject “game-related phenomena” is associated with the increasing importance of new cultural phenomena in modern culture (cosplay, let’s play, video blogging, fan art, fan fiction), which nonetheless rarely become the subject of cultural and philosophical reflection. We suggest exploring “game-related phenomena” from the standpoint of modern mythmaking. The concept of “game-related phenomena” is proposed to denote a number of sociocultural phenomena related to video games, but which are not their immediate part (cosplay, let’s play, fan fiction, fan art, e-sports, etc.). The object of this research are cosplay and let’s play. The purpose of the article is to analyze these cultural practices as forms of modern mythmaking manifestation. It should be noted that there are very few works devoted to the study of “game-related phenomena” through the perspective of modern mythological consciousness. Cosplay is a specific practice of creating and wearing a costume that allows fans reconstruct the image of a fictional character in popular culture. In this work we highlighted the main approaches to the study of cosplay: cosplay as (1) a way of constructing an identity; (2) a form of escapism; (3) a mass culture phenomenon; (4) a subculture. We have also presented a critical reflection on a number of existing approaches. Let’s play is a video created by users in the process of walking through a particular video game, combining gameplay and commenting it. Main results of the research. Firstly, we have proven the imaginative nature of cosplay. A cosplayer is an active participant in the creative reality transformation and myth construction. A cosplayer appropriates cultural texts and images, creatively processes them, creating one’s own myth on their basis, which attracts the audience. Secondly, we have revealed mythological identification of a reality image and reality itself, as well as the work of the mystical participation. Mythological images created by a cosplayer are thought of as quite real, one can quite feasibly interact with them. The image depicted by a cosplayer is at the same time the original, which introduces him/her and the audience to something larger, for example, to the fictional world, to the fandom, etc. Mythological images and meanings constructed in the framework of cosplay have a sacred meaning. Thirdly, we have shown the interconnections of cosplay with archaic mysteries, carnival performances, medieval theatrical performances that transmitted the sacred into the real world. The cosplay phenomenon itself, in our opinion, is rooted in archaic ritualized practices within which the mythological narrative attained its being. However, unlike archaic mysteries, cosplay is more eclectic and kaleidoscopic in terms of constructing images with different semantic and symbolic content. Fourthly, we can interpret the let’s play as online storytelling. Like a myth narrator, a let’s player narrates on one’s own behalf, constructing one’s own story not based on the original source. Let’s play from the standpoint of studying forms of modern mythmaking appears before us as a space of imagination, creativity, and playing with the original source. A let’s player makes secondary marking of video game elements, building on new meanings and meanings based on them, which allows you give new meanings to original narratives. So, we have come to the conclusion that such “game-related phenomena” such as cosplay and let’s play can be considered as forms of modern mythmaking.
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40

Kerttula, Tero. "“What an Eccentric Performance”: Storytelling in Online Let’s Plays". Games and Culture 14, n.º 3 (21 de noviembre de 2016): 236–55. http://dx.doi.org/10.1177/1555412016678724.

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In this article, I examine the phenomenon called Let’s Play (LP) and conduct a narrative analysis on two LPs made of Sierra Entertainment’s Phantasmagoria games. The LPs tell viewers a story different from the one told in the games, that is, they tell the story of the player rather than that of the game. In that story, the experience of playing a video game is revealed to the audience. This story would be hidden without the player-narrators know as LPs around the world. I conduct my analysis by describing seven different narrative elements that form the narration of a LP and explain how these elements together form this story of the player.
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41

Bates, Carolina Figueras. "Storytelling and advice: Constructing the lived experience of eating disorders online". Studia Linguistica Universitatis Iagellonicae Cracoviensis 140, n.º 2 (30 de mayo de 2023): 95–119. http://dx.doi.org/10.4467/20834624sl.23.005.17754.

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Online peer support groups encourage individuals to tell their stories and to find validation and emotional comfort when reading about the stories of others. Coincidently, lived experiences are the kind of knowledge applied to solicit and to deliver peer advice. This study examines the relationship between storytelling and advice in an English speaking online forum that provides support for those with an eating disorder (ED). The results revealed a range of different types of narratives within the data, from more elaborate testimonials of the ED and the process of recovery to brief personal passages responding to the first poster. The Labovian narrative structure appeared in a number of the first stories, whereas two main configurations, contingent upon the kind of response offered, emerged in second stories: parallel assessments (or snapshots) and success stories. Parallel assessments constituted self-centred stories and did not include any advice provision. Success stories, instead, became an essential component of the advice-giving act since they were remedial. The solution proposed by responders to the problem posed by the first poster was organized either to offer tips (that is, a series of practical recommendations to address a specific ED or recovery issue) or to deliver thoughtful advice through a resolutive story that introduced the state of recovery as a real possibility. Both parallel assessments and resolutive stories included contrasting resonances in relation to the first story. Resolutive stories encompassed resonating elements whose meanings were transformed and (re)signified from the positioning of a subject moving towards recovery. However, snapshots echoed specific key expressions from the initiating post. The goal was to display alignment with the first teller by describing a similar I-perspective experience. Taken together, the individual small stories contributed to the co-construction of a multiple-lived story with regard to the ED in the online community.
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42

Wachowich, Nancy y Willow Scobie. "Uploading selves: Inuit digital storytelling on YouTube". Études/Inuit/Studies 34, n.º 2 (16 de junio de 2011): 81–105. http://dx.doi.org/10.7202/1003966ar.

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This article explores the contemporary use of open-access video-sharing sites by Inuit youth and young adults. Based on 12 months of cyber-fieldwork and focused specifically on YouTube, it explores how Inuit young people across the Canadian Arctic are using online spaces to post short excerpts from their lives and connect with others. The paper situates these digital autobiographies in the recent trajectory of Inuit storytelling, showing that Internet technology allows individual narrators the freedom to bypass established rules and institutions of cultural representation. Self-produced videos posted online are more multivalent, dialogical, and provocative expressions of Inuit selfhood than those texts that may have circulated in the past. While the Internet has been celebrated for its global reach, many of the social relationships and dialogues seemingly fostered by this technology are intimate and localised. Inuit youth and young adults use video-sharing technology to creatively mediate pasts, presents, and futures in the creation of new social worlds.
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43

Song, Yang. "Multimedia news storytelling as digital literacies: An alternative paradigm for online journalism education". Journalism 19, n.º 6 (13 de mayo de 2016): 837–59. http://dx.doi.org/10.1177/1464884916648093.

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This article analyzes a journalism student’s multimedia news storytelling project in the format of audio slideshows as required by an introductory course on online journalism. Combining classroom ethnography, semi-structured interviews, content and textual analysis, the study focuses in detail on how the student designs a character-driven, audio-visual story through the theoretical lens of digital literacies and multimodality. The findings reveal the complexity of multimodal and generic design made by the journalism student. It is also found that the design process helps her to assert an authorial stance as an emergent online journalist who negotiates heterogeneity of journalistic professional Discourses. This article proposes a genre-aware, semiotic-aware, critical framework informed by digital literacy studies and embeds a case study in the theoretical framework in order to understand the ‘literacies’ as required and performed in multimedia news storytelling. Theoretical and pedagogical implications are also discussed at the end of the article.
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44

Ayish, Mohammad. "Visual Storytelling in Arab Virtual Public Spheres". Middle East Journal of Culture and Communication 14, n.º 1-2 (28 de septiembre de 2021): 206–24. http://dx.doi.org/10.1163/18739865-01401005.

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Abstract Across the Arab world, increasing digitization, spiking young demographics, expanding media education programs and rising cultural liberalism seem to be inducing greater visualization in the virtual sphere. This perception of the image as a key facet of online communications has been especially noted in the Arabian Gulf, where grand cultural and media projects embracing media cities, virtual museums, knowledge parks, online video platforms and film festivals are seen as critically supporting the region by telling its story to the world. But in order for the Arab world to sustain this visual momentum in the virtual public sphere, it must address certain challenges arising from its postcolonial visual media policies, historically-entrenched oral communication legacies, state authoritarianism and narrow Islamic views of the image as taboo. In a global communications environment, Arabs have much to gain by harnessing the power of the image in virtual space to enhance their international engagement. The Gulf region has already made some breakthroughs in this regard by fostering more open cultural policies, supporting online visual content creation, embracing creative young talent, maintaining world-class telecommunications infrastructures and solidifying visual media education programs. But more has yet to be done to realize the full visual potential of the virtual sphere.
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45

Levine, Elana. ""As the Cyber World Turns": Web Soaps and the History of TV Storytelling Online". JCMS: Journal of Cinema and Media Studies 62, n.º 5 (2022): 215–37. http://dx.doi.org/10.1353/cj.2022.a907198.

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abstract: This article examines the history of the web soap, serialized, fictional programming distributed online and associated with the US daytime television soap opera. I locate its origins in the mid-1990s and document its development in three subsequent periods: the convergence of soaps and the internet between 2000 and 2007, the web soap's expansion between 2008 and 2013, and the marginalization of soaps post-2013. The web soap helped to shape the economic and narrative possibilities for streaming TV but has been supplanted by the higher-profile fare it helped make possible, repeating gendered patterns of cultural value that have long accompanied television.
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46

Balanzategui, Jessica. "Creepypasta, ‘Candle Cove’, and the digital gothic". Journal of Visual Culture 18, n.º 2 (agosto de 2019): 187–208. http://dx.doi.org/10.1177/1470412919841018.

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Throughout the past decade, a multimodal type of internet storytelling has developed that extends upon the early Web 2.0 viral narrative practices of chain emails as well as pre-digital folkloric storytelling traditions such as the ghost story and urban legend. This popular mode of digital storytelling, known broadly as ‘Creepypasta’, is produced and consumed according to folkloric practices that in turn shape its form and aesthetics. The author suggests that a precise genre has emerged out of the originally wide-ranging terrain of Creepypasta, a generic mode constituted of specific thematic preoccupations and aesthetics that she refers to as ‘the digital gothic’. Through analysis of the foundational story ‘Candle Cove’, the article outlines the digital gothic’s anxious preoccupation with dead and residual media, and with the interface between technological and personal change. She demonstrates how ‘Candle Cove’ deconstructs nostalgia in its tense negotiation of the relationship between analogue and digital cultures. The author’s analysis thus illuminates how vernacular online genres such as the digital gothic productively work through the aesthetic and conceptual tensions underpinning technological change in the networked digital era.
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47

Wilson, Antoinette Ophelia. "The role of storytelling in navigating through the storm of change". Journal of Organizational Change Management 32, n.º 3 (13 de mayo de 2019): 385–95. http://dx.doi.org/10.1108/jocm-12-2018-0343.

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Purpose The purpose of this paper is to evaluate the perception of the role of storytelling in organizational change in this study involving eight principals and administrators in three of Central Florida’s counties. The study concerns the change from the “No Child Left Behind” (NCLB) legislation to the Every Student Succeeds Act (ESSA, December 10, 2015) Even though the ESSA includes major changes from the NCLB legislation, schools that consistently perform below standard continue to face having to turn over operations to a charter or outside entity (Florida Department of Education, 2018). Design/methodology/approach This study engaged the phenomenological research design of qualitative methodology in this small case study. Eight principals and/or administrators employed in Orange, Seminole and Volusia County public schools participated in this study. SurveyMonkeyTM, an online survey tool, was the instrument used to collect the data. Findings Two themes emerged from the perceptions of the participants. They expressed storytelling is effective in engaging the school’s culture and strengthening commitment to the change. They also expressed that even though storytelling is recommended as a tool to use in organizational change, it is only one of the necessary elements. Practical implications Like in other industries where dynamic changes arise from external factors, ESSA, the new standardized assessment, under-performing students and insufficient financial and academic resources have created the perfect storm for principals and administrators to navigate if their schools are to survive. Storytelling can be a helpful part of the change management toolkit. Originality/value In this case study, storytelling has proven to be an effective measure for principals and administrators to include as one of their change tools to engage in productive communication as they tackle the many negative side effects of the new act.
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48

Hilda, Nomasomi Matiso y Nqabeni Pelokazi. "Enhancing communicative competence in English Second Language classrooms through traditional storytelling". International Journal of Research in Business and Social Science (2147- 4478) 12, n.º 2 (25 de marzo de 2023): 376–83. http://dx.doi.org/10.20525/ijrbs.v12i2.2342.

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This paper aimed to explore the use of traditional stories as a tool to facilitate and enhance communicative competence in English Second Language (ESL) classrooms. The sudden switch from in-person to online instruction during COVID-19 caused a decline in communicative activities, including traditional storytelling. Any language program should aim to generate learners who are proficient in communication. According to research, even learners with low motivation and poor academic skills are more inclined to listen and put much effort into the narrative setting. This paper is grounded on Gardener’s Multiple Intelligences Theory, which challenges the traditional view of the Intelligent Quotient Theory and enables teachers to take a renewed look at other views about learning development. This study adopted an interpretive paradigm entrenched in a qualitative approach using a case study design. Semi-structured interviews were used to collect data from 5 conveniently selected Grade 6 teachers. Content analysis was used to analyse data. Findings revealed that (i) learners are not engaged in traditional storytelling in schools and (ii) a lack of recordings of traditional stories. The lack of traditional storytelling in schools denies learners opportunities to share their cultural knowledge and values. This paper recommends that traditional stories be included in the school curriculum to improve learners’ communication skills. Furthermore, traditional storytelling can act as a vehicle for restoring the learners’ culture.
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49

Van Wyk, Helena y Charmaine Du Plessis. "Driving political issues with political brand storytelling on social media: an online brand persona perspective". Communicare: Journal for Communication Studies in Africa 42, n.º 1 (21 de julio de 2023): 113–25. http://dx.doi.org/10.36615/jcsa.v42i1.2182.

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Numerous South African political parties have a social media presence to create more awareness around the political issues which they stand for, and thus to attract more voters. Nowadays political parties act as political brands and adopt brand strategies to gain a competitive advantage over opposition parties. This article proposes adopting a social identity theory as a novel approach to how political brands could drive political issues on social media. It is further suggested that due to the complexity of the South African political scene, more attention could be paid to how political brands could leverage political brand stories in conjunction with an online political brand persona on social media to position themselves in a chaotic online political space. To test this, semi-structured expert interviews were conducted with communication professionals in South African public relations agencies who were responsible for creating content for political parties’ Facebook and Twitter accounts. Four themes that became evident in the data collectively indicate that political brands will successfully drive political issues on social media only when they are able to connect emotionally with the political consumer. In this regard, an online political brand persona may be critical in not only eliciting an emotional reaction from political consumers, but also establishing a long-term connection with them based on how credible the political brand is in terms of what they care about and their ability to solve issues.
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50

Turina, Romana y Kath Dooley. "Editorial". Journal of Screenwriting 14, n.º 3 (1 de diciembre de 2023): 223–27. http://dx.doi.org/10.1386/josc_00131_2.

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Over the last decade developments in virtual reality (VR) technologies have given rise to a new wave of immersive storytelling experiences that have captivated audiences at film festivals, in galleries, through online platforms and various other venues. In response, scholarly research into narrative-based VR has sought to understand the affordances, artistic qualities and immersive nature of this medium. Within this array of analysis and reflection, traditional screenwriting concerns such as narrative structure, plot devices and character development have been discussed alongside notions of immersion, embodiment and user experience design. Accordingly, notions of ‘script development’ have expanded to encompass processes gathered under terms like ‘conceptualization’, ‘prototyping’ and ‘narrative design’, which assume specific connotations in relation to various disciplinary approaches. This Special Issue explores the technologies, practices and paradigms that VR storytelling implements, with particular attention given to the differing terminology across disciplines that resonates, repurposes or redefines conceptual understandings belonging to earlier media, and specifically, to screenwriting for film.
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