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Tesi sul tema "Storytelling"

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1

Mohammadi, Kangarani Azadeh. "Persian Storytelling & European Storytelling". Master's thesis, Akademie múzických umění v Praze.Divadelní fakulta. Knihovna, 2016. http://www.nusl.cz/ntk/nusl-263149.

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Hlavním cílem mé práce je popsat a definovat mou cestu od herectví, od doby kdy jsem neměla žádné zkušenosti s režií, k režírování divadelních her, což byl můj hlavní důvod pro studium na DAMU, ale také mou cestu objevování vlastního vnitřního hlasu a režijního přístupu. Popisuji svůj studijní proces a získávání vědomostí, jak používat divadelní techniky a způsoby komunikace s různými složkami divadelní inscenace. V úvodu popisuji své předchozí zkušenosti. Moje diplomová práce má pět kapitol včetně chronologického přehledu mého přístupu ke každé jednotlivé inscenaci, na které jsem pracovala od prvního dne na DAMU dodnes. Závěrečná kapitola shrnuje mé dosavadní přístupy divadelní režisérky
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2

Reed, Delanna. "Storytelling at Cumberland Mountain Storytelling Festival". Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/1270.

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3

Brandt, Sara, e Rebecca Lidman. "Storytelling : Hur aktualitet influerar storytelling i modebranschen". Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-10371.

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Konsumenter utsätts dagligen omedvetet av reklam från varumärken via flera kanaler och idag krävs det något extra för att varumärket ska ge genomslag. Där kommer berättelsen, ett narrativ eller så kallad storytelling, in som ett mäktigt verktyg inom varumärkeskommunikation. En konsument identifierar sig lättare i en berättelse, det är därmed viktigt hur företaget porträtterar sig och bygger sitt budskap. För att lyckas med storytelling krävs det att man berättar rätt historia. Innehållet ska vara intressant, relevant och engagerande. Aktuella händelser i berättelser berör och engagerar då människan alltid fängslats av nyheter. Främjas aktualiteten i storytelling finns möjlighet till ökat engagemang från kunden. Vi har lyft fram kriterier för kommunikationskanaler och dragit slutsatser för hur modeföretag kan använda aktualitet inom storytelling för att främja konsumentengagemang. Studiens syfte var att undersöka hur storytelling används och om aktualiteten influerar storytellingens potential att skapa engagemang hos konsumenter i modebranschen. Vår studie grundas i en kvalitativ metod med en flerfallsdesign. Datainsamlingen har genomförts via semi-strukturerade intervjuer hos utvalda modeföretag och PR-byråer. Vi har valt dessa två företagstyper för att få fler vinklar i vårt företagsperspektiv. Analysen har gjorts utifrån vår teoretiska referensram i en tematisk indelning.
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Senese, Silvia <1990&gt. "Storytelling in azienda: forme di corporate storytelling". Master's Degree Thesis, Università Ca' Foscari Venezia, 2015. http://hdl.handle.net/10579/7204.

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La tesi che si andrà a presentare tratterà l’argomento dello storytelling, evidenziando il ruolo che gioca nella costruzione dell’identità organizzativa. Si considera, quindi, lo storytelling un mezzo capace di generare immagine aziendale e in grado di rafforzare e consolidare l’identità d’impresa. Si dedicherà attenzione all’importanza della narrazione dal punto di vista teorico. Infine si analizzeranno le differenti forme di stroytelling all’interno del contesto aziendale, andando ad approfondire il ruolo dei musei aziendali come strumento di conferma di quanto si sarà esposto.
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Rosberg, Emelie. "Digital Storytelling". Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23371.

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The purpose of this paper is to analyze and map out the cyber culture of the Internet and its all users, identity, design theories and services. How people communicate and how they build up their identities are some of the baselines. I will also discuss the important aspects of Interaction design and how this can be used in a Community for digital storytelling.The Internet, or new media, was founded in the 60’s by some great philosophers (McLuhan, Rheingold, Lambert and more). With influence from their books I will discuss and analyze what kind of media the Internet is and how it can be seen as extensions to our senses, as McLuhan claims. Moreover, Interaction design is a big part of this work and I have chosen some relevant Communities which are running on the Net today. What features do they have and how do they work? I have decided some appropriate design theories and I will explain how these web pages can develop a better site according to my new theories. When implementing digital storytelling on the Internet, problems can appear. What do people want for services on a Community and what do they find disturbing? What makes difference between a site for digital storytelling and another community for finding a life partner? I will discuss the differences between these two kinds of sites and develop a project site with all the best parts from all kinds of relevant web sites.
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6

Shepherd, Eric Todd. "A pedagogy of storytelling based on Chinese storytelling traditions". The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1180552747.

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7

Svensson, Simon. "Storytelling i ölindustrin : Hur mikrobryggerier kan använda storytelling som marknadsföringsverktyg". Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18208.

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Den svenska ölmarknaden genomgår just nu en stor förändring. Mängder av nya små aktöreretablerar sig. Så kallade mikrobryggerier startas i en strid ström. Då dessa nya ölproducenterarbetar mycket småskaligt och med hantverksmässiga metoder är det svårt att få ekonomiskbärighet i verksamheten. För att mikrobryggerierna skall klara sig på sikt krävs att de tarmarknadsandelar från de stora industribryggerierna. För att sprida vetskap om sina produkterkrävs dock att konsumenterna är medvetna om deras närvaro. Att göra reklam genomtraditionella metoder så som tidningsannonser och radio och tv är väldigt sällan aktuellt dåpriset är allt för högt. Därför undersöker studien huruvida storytelling skulle kunna vara ettalternativt marknadsföringsverktyg för mikrobryggerierna. Genom tre fallstudier som tittar påtre olika typer av storys, har jag undersökt vilken utformning och karaktär en story bör ha föratt fungera effektivt då det gäller att spridas vidare. Resultatet av studien pekar på att denvanligaste typen av storytelling som mikrobryggerierna använder sig av, produktstorys, är denminst effektiva för att få spridning. Som mikrobryggare bör man istället skapa enövergripande varumärkesstory som bryggeriet hela tiden verkar under i allt de gör. Det har istudien visat sig centralt att en story innehåller de fyra grundelementen, rollfördelning,handling, konflikt och budskap. Av dessa fyra är det konflikt som är det viktigaste elementet.En story utan konflikt får inte någon djupare påverkan på åhöraren och kommer därför intespridas vidare. Studien har också påvisat att påhittade storys kan vara effektiva sommarknadsföring.
Program: Kandidatutbildning i företagsekonomi
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8

Cliff, Cameron R. "Transmedia storytellng strategy : how and why producers use transmedia storytelling for competitive advantage". Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/103325/1/Cameron_Cliff_Thesis.pdf.

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This thesis is a cross-disciplinary study of storytelling strategy. It uses business, marketing, advertising and media and cultural studies approaches and compares big-budget storytellers, like Hollywood, with small, innovative, and independent producers. It analyses how producers in these different contexts and competitive environments use a particular strategy, transmedia storytelling, to construct innovative multiplatform projects. It develops an audience engagement framework specific to transmedia texts and criteria for assessing the competitive advantage of different transmedia strategies. In doing so it conducts three case studies of leading, successful transmedia projects; Doctor Who, Sofia’s Diary and The Lizzie Bennet Diaries.
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9

Ong, Teong Joo. "Interactive storytelling engines". Texas A&M University, 2006. http://hdl.handle.net/1969.1/4401.

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Writing a good story requires immense patience, creativity and work from the author, and the practice of writing a story requires a good grasp of the readers' psychology to create suspense and thrills and to merge the readers' world with that of the story. In the digital writing space, authors can still adhere to these rules of thumb while being aware of the disappearance of certain constraints due to the added possibility of narrating in a nonlinear fashion. There are many overlapping approaches to interactive storytelling or authoring, but each of the approaches has its own strengths and weaknesses. The motivation for this research arises from the perceived need for a new hybrid approach that coalesces and extends existing approaches. Since each of the approaches empowers certain aspects of the storytelling and narration process, the result forces a new research direction which eliminates certain weaknesses exhibited by a single approach, due to the synergistic nature of the various approaches. We have developed: 1) a Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytellling engine that generates dynamic stories from a set of authored story constructs given by human authors; 2) a set of authoring tools that allow authors to generate the needed story constructs; and, 3) a storytelling environment for them to orchestrate a digital stage play with computer agents and scripts. We have conducted a usability study and system evaluation to evaluate the performance of the engine. Our experiments and usability study have shown that the authoring environment abstracted the complexity of authoring an interactive, dynamic story from the authors with the use of windows-based interfaces to help them visualize various aspects of a story. This reduces the amount of learning and knowledge required to start having the pleasure of authoring dynamic stories. The studies also revealed certain features and tools that may be reflected by authoring tools in the future to automate various aspects of the authoring process so that the authors may spend more time thinking rather than writing (or programming) their stories.
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10

Bylund, Jonas, Andreas Enqvist e Björn Ögren. "Design genom storytelling". Thesis, Konstfack, Industridesign, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-863.

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Vår övertygelse är att en av de viktigaste budbärarna för ett företags identitet är produkterna och att ett långsiktigt varumärkesbyggande sker genom att knyta emotionella band mellan konsumenterna och varumärket. Detta handlar främst om vad konsumenten upplever när produkterna används. Vår målsättning var att bättre kunna förstå helheten runt användarupplevelsen och branding och därigenom skapa bättre verktyg för detta i vår designprocess. Målet var att komma fram till slutsatser kring hur vi som designer kan angripa dessa frågor på ett kreativt sätt. En stor del av vårt arbete har behandlat området branding i förhållande till design, men vi har även berört vissa områden som psykologi, innovation samt kreativa arbetsprocesser.
Årets examensarbete 2005, Idesignpriset.se. Frimurarordens stipendie 2005.
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11

Marinović, Ivan. "Alternative storytelling principles". Master's thesis, Akademie múzických umění v Praze. Filmová a televizní fakulta AMU. Knihovna, 2011. http://www.nusl.cz/ntk/nusl-97000.

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Během studií jsme se učili, jak porozumět pravidlům psaní scénáře a jak je aplikovat na tradiční strukturu dramatu. Krom uspořádání do tří aktů existují také alternativní epizodické způsoby konstruování vyprávění s odlišnými pravidly. Přesto řada úspěšných epizodických filmů stojí na tradiční trojaktové stavbě. Mým cílem bylo popsat principy prolínání struktur a zkoumat, jak jsou uplatňovány v režijním zpracování filmů vysoké umělecké kvality. Ve čtyřech současných revisionistických westernech byly nalezeny čtyři možné principy, které je možné uplatnit také při psaní scénářů pro filmy jiných žánrů. Tyto filmy ukazují, jak je možné se vyhnout scenáristickým klišé a zároveň potvrzují, že aktuální sociální témata mohou být zkoumána v rámci žánrových filmů, o které masové publikum stojí.
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12

Bemme, Jens. "Linked Open Storytelling". Jens Bemme, 2020. https://slub.qucosa.de/id/qucosa%3A72234.

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13

Engström, Ella. "Spaces of Storytelling". Thesis, KTH, Arkitektur, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298493.

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Spaces of Storytelling is a project aiming to create alternative theatre spaces, based on the relationship between storyteller and audience. By exploring story, deconstruction of the program, the meeting between set design and architecture, and the relation to landscape on a site in Stockholm, the goal has been to reimagine what a theatre could be. A method has been to go back to the basics of theatre and identify the different components of what theatre is and has been through history. The word storytelling is used to describe theatre in a wider sense, including practises that traditionally might not have taken place in a traditional theatre building. The project resulted in three performing spaces (the interactive theatre, the oral storytelling theatre and the moving audience theatre) each focusing on a specific aspect of storytelling. The Interactive Theatre is designed for audience participation and communal experience. The Oral Storytelling Theatre honours the tradition of passing along a story from one to the other. The Moving Audience Theatre is an open space where the audience member actively choses a point of view. All three spaces encourage the audience to be an active participant in different ways.
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14

Reed, Delanna. "Storytelling at TIRSA". Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/1287.

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15

Alsing, Camilla, e Åsa Bergman. "Storytelling som marknadsföringsverktyg : en studie om användandet av storytelling inom hotellbranchen". Thesis, Gotland University, Department of Business Administration, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-116.

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Dagens samhälle brukar betecknas som en upplevelseindustri där kundens drömmar, fantasier och upplevelser står i fokus. I flertalet turism- och resetidningar syns reportage där unika koncept ökat för att uppfylla den efterfrågan som råder på upplevelser. Idag krävs något utöver det vanliga för att utmärka sig på marknaden och de senaste tio åren har begreppet storytelling intagit folks medvetande och beskrivs som ett effektivt marknadsföringsverktyg, vilket handlar om att berätta en historia kring sin verksamhet. Då konkurrensen ständigt hårdnar är det viktigt att hitta en speciell inriktning som får folk att komma tillbaka samt prata om verksamheten. Storytelling är en differentieringsstrategi inom marknadsföring som fler och fler verksamheter anammar då de inser hur berättandets kraft kan skapa starka varumärken.

Syftet med denna studie är att beskriva och undersöka begreppet storytelling genom att se hur tre gotländska hotell väljer att arbeta med detta, samt undersöka vilka eventuella effekter storytelling har gett verksamheterna. En kvalitativ utgångspunkt har använts där undersökningen har skett genom semi-strukturerade intervjuer med tre hotell, en verksam storyteller samt marknadschefen på Gotlands turistförening. En omvärldsspaning har genomförts för att urskilja dagens användning av storytelling inom hotellbranschen samt övriga samhället.

Studien kopplar ihop storytellingbegreppet med teorier inom marknadsföring såsom differentiering, varumärkesuppbyggnad, word-of-mouth samt profil-, image- och identitetsskapande. Teorier valdes då storytelling är en differentieringsstrategi, där förhoppningen är att uppnå ett starkt varumärke genom att profil, image och identitet harmoniserar, och en vanlig effekt är word-of-mouth. I analysen ställs sedan teorier mot intervjuunderlag för att få svar på ställd problemfråga där bland annat förtroende och trygghet, storytellingens sanningsgrad och uppkomna effekter diskuteras.

Slutsatsen i denna uppsats visar att storytelling är en effektiv strategi som hotell kan använda när de vill stärka sitt varumärke. När profil, image och identitet harmoniserar i en verksamhet blir varumärket starkt. Positiva effekter som nämns av de responderande hotellen är den nyfikenhet som väcks i kundens medvetande, word-of-mouth samt kundtillströmning. Det är viktigt att berättelsen är trovärdig och sann, och att all hotellpersonal har samma kunskap om berättelserna samt delar samma värderingar. Dock kan sanningen till viss del modifieras för att få historien eller berättelsen mer intressant samt vinkla berättelsen så den blir målgruppsanpassad.


Today’s society is called the experience society where customers’ experiences and dreams are in focus. Companies are finding ways to differentiate themselves in the market and customers are demanding more than just good service. A new marketing strategy has emerged called storytelling. Storytelling is about telling a story about the organization to create an interest in, for example, the history of a hotel. It is important to find a way to get the guests to talk about your hotel and an effect of storytelling could be word-of-mouth.

The purpose of this study is to describe and analyze the word storytelling, how it is used in the hospitality industry as well as how it affects the hotels. The method used is qualitative and semi-structured interviews were conducted. The respondents chosen are three gotlandic hotels, a storyteller and the marketing manager at Gotland’s Tourist association.

The conclusion of the study, through the interviews combined with used theories, shows that storytelling is an effective strategy to use when hotels want to strengthen their brand. When profile, image and identity of a business are harmonized, the brand will be strong if the story is true. Positive aspects mentioned by the respondent hotels when using storytelling as a marketing tool was the curiosity it creates in the brand, word-of-mouth and customer flow. It is also important that the story is true and credible and that everyone working for the hotel has the knowledge of the story and shares the same values.

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Svensson, Hanna, e Henrik Pettersson. "The storytelling of new experts : How CSR-experts legitimize through storytelling". Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414641.

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The formal requirements of experts are diminishing, thus opening up for the expansion of new experts, who are gaining more influence in society. In contemporary society, all organizations are pressured to consider Corporate Social Responsibility (CSR) and are therefore dependent on the new experts within the field. However, the research remains underexplored. Building on research on new experts and storytelling, this thesis addresses how CSR-experts within organizations engage in storytelling to legitimize their expertise. A framework of four storytelling themes was made, and a qualitative case study conducted. Six interviews were carried out and documents made by the interviewees studied. The findings demonstrate that the CSR-experts engage in storytelling in line with the storytelling themes, but new findings could also be added to the themes. They engage in future-oriented storytelling, as well as storytelling concerning current problems and solutions, to legitimize the role of expertise today and to sustain it for the future, demonstrating how storytelling is a dynamic process taking place in everyday organizational life. However, to attain legitimacy, the study indicates that storytelling needs to be adjusted to the receiver in a successful manner, otherwise it may instead inhibit the legitimacy that the CSR-experts are trying to create.
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Pellicelli, Masina Sara <1992&gt. "Storytelling 3.0: l'evoluzione dello Storytelling nell'era digitale e dei Social Media". Master's Degree Thesis, Università Ca' Foscari Venezia, 2018. http://hdl.handle.net/10579/13495.

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Lo scopo di questa tesi magistrale, oltre ad illustrare lo Storytelling e le sue caratteristiche principali riguardo alla comunicazione corporate, è quello di investigare le nuove forme di Storytelling nell’era digitale, in particolar modo con l’emersione dei social media e degli strumenti che questi mettono a disposizione del marketing. Lo scopo della ricerca di questa tesi magistrale è verificare che l’utilizzo congiunto di strumenti tradizionali e strumenti di Storytelling digitale possano soddisfare gli obiettivi di Brand Awareness, in occasione di una campagna pubblicitaria. Nel primo capitolo verrà fatta una breve introduzione sul concetto di marca e delle principali componenti che la caratterizzano: brand identity, brand image e brand equity. Quest’introduzione è necessaria per poter successivamente parlare dello Storytelling, strumento utilizzato per le strategie di branding. Inoltre, sempre nel primo capitolo, verrà presentata una panoramica generale sull’era postmoderna e sugli eventi che più hanno influenzato i paradigmi del mercato e del consumo. Si introdurranno i temi dell’empowerment del consumatore, il ritorno alla relazione e le principali strategie di branding che hanno avuto un ruolo determinante per il ritorno dello Storytelling e la sua successiva evoluzione nell’era digitale. Nel secondo capitolo si andrà ad analizzare il Corporate Storytelling, ossia il racconto d’impresa, in particolar modo applicato alle strategie di Branding. Come visto nelle pagine precedenti, i cambiamenti nello scenario d’acquisto ed il nuovo potere nelle mani dei consumatori conducono a necessarie revisioni nei mezzi di comunicazione aziendali. Le imprese hanno la necessità di adeguarsi ai nuovi paradigmi del commercio e, per farlo, devono partire dalla propria identità e dal racconto di sé. In particolare, il racconto di marca deve partire da un’attenta analisi di brand identity, brand image e dell’audience di riferimento. Successivamente, andranno definite e scelte le trame alla base dei racconti di marca e gli strumenti e media da utilizzare per la comunicazione. Si parlerà, quindi, del ritorno dello Storytelling, ossia come e perché i racconti sono stati ripresi dal Management industriale e dal Marketing per le loro strategie e dell’importanza dei racconti come strumento per la creazione di senso e di identità per gli individui; del concetto teorico di schema narrativo, alla base della creazione di un racconto di marca; ed infine, verrà introdotto il concetto di Corporate Storytelling Strategy e gli elementi che la costituiscono. Questo aspetto teorico, soprattutto la definizione delle schema narrativo, è imprescindibile per definire gli elementi che in seguito verranno utilizzati per condurre un’analisi critica di una campagna di comunicazione nel caso di studio che andremo ad affrontare. Nel terzo capitolo verrà analizzato il fenomeno di Internet e l’evoluzione dello Storytelling nell’era digitale. Si andranno ad analizzare i nuovi paradigmi della comunicazione digitale e si evidenzieranno i passaggi da web 1.0 e 2.0 fino a 3.0. Successivamente verranno introdotti ed analizzati tutti i media e strumenti digitali a disposizione del nuovo Storytelling, ponendo particolare attenzione sui Social Media e sulle nuove dinamiche che li caratterizzano. Nel quarto capitolo, a sostegno della ricerca e della raccolta dei dati primari, si prenderà in esame il caso di Kinder Ferrero e, in particolar modo, della sua campagna di Storytelling “Storie di gioia”, fatta nel corso del 2016 e conclusa nel 2017, sia su canali offline che online. Si tratterà di una ricerca di tipo quantitativo descrittivo che avrà come obiettivo quello di verificare, dopo la visione di alcune campagne di storytelling create con gli strumenti digitali e non, le reazioni e l’atteggiamento delle persone verso il prodotto e il brand preso in analisi.
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Dorthé, Anna, e Elin Larsson. "Storytelling och barnlitteratur i matematikundervisning Storytelling and Children ́s Literature in Mathematics". Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30520.

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19

Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques". Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.

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20

Schappelle, Laura Scott. "Art criticism through storytelling". College Park, Md. : University of Maryland, 2006. http://hdl.handle.net/1903/3587.

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Thesis (M.A.) -- University of Maryland, College Park, 2006.
Thesis research directed by: Dept. of Curriculum and Instruction. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Jönsson, Elin. "Storytelling : berättelsestrukturer i samtidskonsten". Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-574.

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Många samtidskonstnärer arbetar idag aktivt med berättelsens struktur, konstverken fungerar som en del i en mer omfattande process som fogar samman det visuella uttrycket med berättande och en övergripande dramaturgi. I detta examensarbete försöker jag synliggöra hur ett konstverks berättelsestruktur kan urskiljas dels genom att använda olika teoretiska perspektiv, där jag bland annat försöker svara på frågan, vad är en berättelse? Men även undersöka hur en berättelses struktur kan urskiljas visuellt, genom mitt gestaltande arbete. I både den teoretiska och gestaltande delen försöker jag visa att en berättelse är under ständig transformation, samt mottagarens roll i skapandet av en berättelse. Jag kommer röra mig mellan den strukturalistiska uppdelningen av ”den klassiska berättelsen” till en mer poststrukturalistisk utvidgad syn. Jag kommer även ha som utgångspunkt att berättelsen är en aktiv deltagare i skapandet av vår sociala praktik. Mitt examensarbete har utgått ifrån frågeställningen: Vilka berättarstrukturer kan urskiljas i samtidskonstnärers konstverk/projekt? Hur arbetar dessa konstnärer med berättelsens egenskaper och villkor? Hur påverkar berättarstrukturen i sin tur konstverket/projektet? Till mitt gestaltade arbete bad jag fem personer välja varsin filmscen, denna filmscen återberättades sedan muntligt för mig (utan att avslöja vilken film) utifrån berättelserna gjorde jag teckningar som sedan blev till fem animerade scener. Scenerna presenteras i en följd.
BI/Konst
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Reilly, Ryan Egan. "Storytelling pathway to literacy /". Online pdf file accessible through the World Wide Web, 2007. http://archives.evergreen.edu/masterstheses/Accession89-10MIT/Reilly_R%20MITthesis%202007.pdf.

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Miskelly, Clodagh. "Community storytelling using hypermedia". Thesis, University of the West of England, Bristol, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.392804.

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This thesis investigates how community groups make use of hypermedia technology to tell their stories. Hypermedia software can enable multimedia and multi-linear production which brings new modes of expression and approaches to organising material which can lead to new ways of telling a community story. Using Ricoeur's consideration of the role of imagination in social action, it is argued that storytelling is an important process in maintaining and strengthening community. A review of community media production reinforces this argument that story is integral to community experience and action and considers how this is influenced by choice and engagement with media technology. Hypermedia as both a technology and a form for community representation and story as well as approaches for facilitating the use of hypermedia software in community or participatory media production are explored through a hypermedia storytelling project with St Paul's Carnival Association, Bristol, UK. This project was both observed and facilitated by the author which allowed privileged access to the emerging process. Different methodological approaches were required to accommodate these different roles. Facilitation approaches were borrowed from participatory development and community media which favour participant-led processes. The approach to observation borrows from ethnomethodology in that it favours the participants' accounts of their production and is influenced by Certeau's account of tactical and strategic activity. Analysis of the case study suggests that hypermedia technology can be used to produce rich representations of community experience. Theprocess of production is shaped in particular ways by choice of media, context of production and motivations of participants. Particular attention is drawn to the following aspects: • How hypermedia story making relates to community identity and action including the dynamic between individual and collaborative practices and motivations; • the process of storymaking as a community project including participants' tactical engagement with both story and technology; • the form of the emerging hypermedia community story in particular the collage-like nature of hypermedia production and the appropriateness of this form for the partial and provisional nature of community story; • the role of the facilitator; Suggestions are made for a framework for community-based hypermedia production
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LIMA, EDIRLEI EVERSON SOARES DE. "VIDEO BASED INTERACTIVE STORYTELLING". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24223@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE EXCELENCIA ACADEMICA
A geração de representações visuais envolventes para storytelling interativo é um dos desafios-chave para a evolução e popularização das narrativas interativas. Usualmente, sistemas de storytelling interativo utilizam computação gráfica para representar os mundos virtuais das histórias, o que facilita a geração dinâmica de conteúdos visuais. Embora animação tridimensional seja um poderoso meio para contar histórias, filmes com atores reais continuam atraindo mais atenção do público em geral. Além disso, apesar dos recentes progressos em renderização gráfica e da ampla aceitação de animação 3D em filmes, a qualidade visual do vídeo continua sendo muito superior aos gráficos gerados computacionalmente em tempo real. Na presente tese propomos uma nova abordagem para criar narrativas interativas mais envolventes, denominada Storytelling Interativo Baseado em Vídeo, onde os personagens e ambientes virtuais são substituídos por atores e cenários reais, sem perder a estrutura lógica da narrativa. Este trabalho apresenta um modelo geral para sistemas de storytelling interativo baseados em vídeo, incluindo os aspectos autorais das fases de produção e os aspectos técnicos dos algoritmos responsáveis pela geração em tempo real de narrativas interativas usando técnicas de composição de vídeo.
The generation of engaging visual representations for interactive storytelling represents a key challenge for the evolution and popularization of interactive narratives. Usually, interactive storytelling systems adopt computer graphics to represent the virtual story worlds, which facilitates the dynamic generation of visual content. Although animation is a powerful storytelling medium, live-action films still attract more attention from the general public. In addition, despite the recent progress in graphics rendering and the wide-scale acceptance of 3D animation in films, the visual quality of video is still far superior to that of real-time generated computer graphics. In the present thesis, we propose a new approach to create more engaging interactive narratives, denominated Video-Based Interactive Storytelling, where characters and virtual environments are replaced by real actors and settings, without losing the logical structure of the narrative. This work presents a general model for interactive storytelling systems that are based on video, including the authorial aspects of the production phases, and the technical aspects of the algorithms responsible for the real-time generation of interactive narratives using video compositing techniques.
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KARLSSON, CHARLOTTE, e MARINA USPOR. "Storytelling : En framgångsrik historia". Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20796.

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Berättelser och historier har sedan urminnes tider förtrollat och fängslat människor. Förr itiden samlades människor runt lägerelden för att ta del av berättelser, idag samlasmänniskor runt varumärken. Det förflutna, nuet och framtiden binds samman till ettsammanhängande process genom historier, istället för att vara lösryckta delar av ettsammanhang.Uppsatsens syfte var att undersöka varför storytelling inom marknadsföring är såframgångsrikt hos konsumenten. Vi ville få en förståelse över vad som fårkonsumenten att uppskatta denna sortens reklamform. Vår problemfråga ochutgångspunkt genom uppsatsen har varit:· Varför är storytelling i marknadsföring så framgångsrikt hos konsumenter?För att klarlägga begreppet ur flera synvinklar har vi varit i kontakt med konsumenter ifrom av fokusgrupper samt med experter inom storytelling och självaste reklambranschen.Vi har valt dessa tre intressegrupper för att få olika perspektiv urkonsumentens synvinkel. Vår ambition med denna uppsats har varit att utveckla ettförståligt ramverk kring begreppet storytelling inom marknadsföring. Till följd där av fåen förståelse vad som gör den så framgångsrik i konsumenters ögon. Svaret på vårproblemfråga blev då enkel:Relationen, identitet och uppmärksamheten är de tre faktorer som gör så att konsumententar till sig reklamen på ett djupare plan, och som gör storytelling så framgångsrikt hoskonsumenter. Människor vill tro på historier, storytelling skapar ett intressant grepp omvarumärkes kommunikationen och kan ge konsumenten något att drömma om. Idag finnsstorytelling överallt i dagens samhälle och kultur. Det är något vi utsätts för genom helalivet. De finns i vår musik, böcker, filmer, media, religion, arkitektur med mera. Depåverkar oss på många sätt, vissa är uppenbara så som religion och lagar, andra som ärdolda är propaganda och reklam.
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Massey, Michael J. "Storytelling with salient stills". Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/61827.

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Zhao, Huiwen. "Emotion-driven interactive storytelling". Thesis, Bournemouth University, 2012. http://eprints.bournemouth.ac.uk/20507/.

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Interactive storytelling has attracted plenty of research interest in recent years. Most current interactive storytelling systems follow a goal-oriented approach to story representation, i.e. the user is engaged with the story through fulfilling a number of goals rather than empathising with the characters and experiencing anenriched emotional experience (Pizzi and Cavazza 2007). This fails to satisfy potential users who are oriented to traditional media, such as movies (Louchart et al. 2008) and demographic groups who are interested in attractive and challenging stories (Duh et al. 2010). Given this consideration, an emotion-driven interactive storytelling approach is proposed in this research. In contrast to the goal-oriented interactive storytelling approach, emotion-driven interactive storytelling attempts to create an engaging emotional experience, and involve the user’s emotion with the characters. More importantly, the user’s emotions, evoked by empathising with the characters, determine the character’s behaviours and therefore have an impact on the whole storyline. In this sense, emotions, as a driving force, directly and explicitly contribute to storytelling and the user experience. An interactive video was made by re-editing existing TV material to interpret the concept of emotion-driven interactive storytelling. The examination of user experience of playing this interactive video revealed that non-gamers were more likely to be emotionally involved with the interactive video and empathise with the character. Participants in this group also exhibited higher enjoyment and engagement than gamers. In addition, females were found more likely to empathise with the character and satisfy with the storyline. However because the TV material used to make the interactive video was female-oriented, males failed to enjoy and engage themselves as much as females. But it is important to note that in comparison to males’ previous experience of watching TV Ugly Betty, emotion-driven interactive storytelling increased their enjoyment and engagement. Therefore, emotion-driven interactive storytelling enriches the approach to developing interactive storytelling systems and has the potential to provide an engaging user experience to some types of users. Future research possibilities are discussed with respect to a wider population and research where materials suitable for both genders are presented.
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Wallin, Janni. "Storytelling and language development". Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36337.

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Since storytelling is a growing form of teaching we wanted to interview teachers to see what their experiences and opinions were on the subject. Our purpose was to investigate how teachers find working with storytelling and how it is related to language development. With help from our supervisor we were able to decide our interview questions that would help us answer our research question. After our interviews we reviewed the answers and analyzed them. We chose to have thematic rubrics in our results section. This enabled us to compare the different answers and analyze them. When we compiled the interviews we noticed that many of the teachers had the same opinion when it came to storytelling and how it can be used in school. In this degree project we found it relevant to analyze one part before going on to the next, therefore our analysis is integrated in our results section. We have done four qualitative interviews with four different teachers of the subject storytelling. The interviews concern their experiences with the subject and how they use it in their classrooms. We have found that teachers have a positive attitude towards storytelling since they experience that their students benefit from this in their language development and overall motivation in school.In my degree project I also have a section with English as a ESL perspective, how storytelling is used and how it can be used to develop students language in an ESL perspective. I chose to do the same as in the other parts, I present the result and then the analyze is integrated in the result part.
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Goff, Dennis J. "Biblical storytelling and preaching". Theological Research Exchange Network (TREN), 2006. http://www.tren.com/search.cfm?p020-0251.

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Van, der Rede Liesl. "Sensemaking and organisational storytelling". Thesis, Link to the online version, 2007. https://etd.sun.ac.za/jspui/handle/10019/475.

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Burešová, Eva. "Storytelling jako herecká výzva". Master's thesis, Akademie múzických umění v Praze.Divadelní fakulta. Knihovna, 2013. http://www.nusl.cz/ntk/nusl-172898.

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The aim of my thesis is to acquaint the reader with the method of storytelling, which is not well known in the Czech Republic. Throughout the world it is being successfully used in theater, education and dramatherapy. To better understand this method I define the basic features of storytelling, while also defining the differences between storytelling and similar genres such as one-man-shows, monologues or improvisation. The focus of my thesis is the use of storytelling in theater, mainly in acting. This is also manifested in the chapter containing a set of storytelling excercises which I encountered during the rehersals of the První dáma platí, druhá leze z gatí and Všichni Teigeho muži performances. The following comprehensive reflection outlines my own subjective views on both of the performances, the process of developing of the characters in question and the composition of the author's own text. I also attempt to highlight pros and cons of each of the exercises and assess their usefulness to me. I trust that my thesis will draw attention to the benefits of the storytelling method and help raise awareness of this method in the eyes of the public.
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32

Richards, Joel Jeppson. "Storytelling in Appreciative Inquiry". Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1494.

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This study is an examination of the role of story and storytelling within Appreciative Inquiry, a method of organizational change that orients around a consensus model building on individual and collective strengths instead of focusing on overcoming problems. Interviews with 12 Appreciative Inquiry practitioners were conducted, transcribed, and analyzed using a process of iterative coding consistent with a General Inductive method of qualitative research. Once consensus with a secondary coder was achieved, 6 themes emerged. The 6 emergent themes outlined general roles that story and storytelling plays in the Appreciative Inquiry process: relationship building, coauthoring a future, reframing narrative, narrative meaning, discovery, and engagement. No one of these categories seemed to guarantee success, and all success stories, shared during the interviews, incorporated something from all 6 of these categories. These categories also provide a possible framework for further study on how to optimize or incorporate more storytelling into Appreciative Inquiry practice.
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Reed, Delanna. "Storytelling at Umoja Festival". Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/1277.

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ETSU/Umoja Storytelling performances will begin at 4 p.m. both days on the Majestic Park Storytelling Stage, located at the gazebo between Main and Market streets on the site of the old Majestic Theater. Included will be stories and songs from Dr. Joseph Sobol, Dr. Delanna Reed and their friends, colleagues and graduates from the ETSU Storytelling Program.
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Maxwell, Deborah. "Traditional storytelling in a digital world : the transformative power of storytelling across media". Thesis, University of Dundee, 2010. https://discovery.dundee.ac.uk/en/studentTheses/90780ca7-da73-47e0-9c45-fd5cc27d4d93.

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I see stories. At the bus stop, in the pub, even on Twitter. It's how we communicate. This thesis is no different. It tells lots of stories, how you hear them depends on the reader as much as the writer. One of the stories in this book is of my own personal journey from a lowly PhD student to a fully fledged member of the storytelling community in Scotland. The personal narrative is woven throughout the text as a series of reflections and diary extracts. Another story is the development of Blether Tay-gither, the local Dundee-based storytelling group which was set up during the course of my research and continues to grow in leaps and bounds. Blether Tay-gither gave me my ticket into the storytelling world, validating my credentials.The main tale however, is that of storytelling in contemporary, technological society. What does it mean to be a storyteller? Why would someonebecome a storyteller? And what possible relevance could it have to today's society? These questions are answered largely by the tellers themselvesthrough a series of interview snapshots and discussions. What is not addressed by them, though, is the relationship between storytelling and digital technology, or new media. Whilst storytellers are not inherently anti-technology, they are not in general, avid consumers of digital media. Yet by comparing a set of characteristics for storytelling and new media (generated through extensive participant observation), and developing a lens for reflection, the connections between them can be probed. These connections are proof in and of themselves of the continued relevance and need for engaging stories and strongly suggest that creative technology-enabled storytelling experiences would be well received. A set of such creative hybridised storytelling environments was developed by introducing young designers to traditional stories and storytelling techniques, allowing them to generate a range of innovative prototypes. This case study is examined in some detail and the reflection tool used to consider the success of each conceptual idea.
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Hultman, Alexandra, e Erik Häggström. "Reklameffekter av storytelling för olika produkttyper : En kvantitativ studie av hur storytelling påverkar reklameffektivitet". Thesis, Linköpings universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-151392.

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Storytelling har identifierats som en effektiv marknadsföringsmetod och många företag har bemästrat konsten att berätta historier. Storytelling används för att skapa en emotionell respons hos den tilltänkta målgruppen, och om företag på ett framgångsrikt kan göra detta kan det vara ett sätt att differentiera sig själva. Metoden har länge framhållits som nyckeln till framgång, men är detta hela sanningen? Därav vill vi med studien besvara; hur påverkar storytelling reklameffektiviteten? Syftet med uppsatsen var att undersöka, beskriva och föra en diskussion gällande storytelling och dess effekter som marknadsföringsmetod. Resultatet av denna studie visar att storytelling är effektivare än traditionell produktbaserad reklam. Dock finns det skillnader i dess effekt på olika produktkategorier. Enligt studien fungerar storytelling bättre när engagemanget för produkten är lågt och när köpet av den har ett transformativt eller känsloförhöjande motiv. Resultatet av studien leder till ökad förståelse för när storytelling som marknadsföringsmetod är effektiv.
Storytelling has been identified as an effective marketing method, and many companies have mastered the art of telling stories. Storytelling is used to create an emotional response among the intended audience, and if companies can successfully do this, it can be a way of differentiating themselves. The method has long been emphasized as the key to success, but is this the whole truth? Therefore, we want to answer; How does storytelling affect advertising effectiveness? The aim of the essay was to investigate, describe and discuss storytelling and its effects as a marketing method. The result of this study shows that storytelling is more efficient than traditional product-based advertising. However, there are differences in its effect on different product categories. According to the study, storytelling works better when the commitment to the product is low and when its purchase has a transformative or emotional enhancement. The result of the study leads to an increased understanding of when storytelling as a marketing method is effective.
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Osman, Elvir. "The Drive behind Storytelling : What are the storytelling practices of German premium auomotive Brands?" Thesis, Jönköping University, Internationella Handelshögskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53261.

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37

Obrador, Espinosa Pere. "Media aesthetics based multimedia storytelling". Doctoral thesis, Universitat Politècnica de Catalunya, 2011. http://hdl.handle.net/10803/33293.

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Since the earliest of times, humans have been interested in recording their life experiences, for future reference and for storytelling purposes. This task of recording experiences --i.e., both image and video capture-- has never before in history been as easy as it is today. This is creating a digital information overload that is becoming a great concern for the people that are trying to preserve their life experiences. As high-resolution digital still and video cameras become increasingly pervasive, unprecedented amounts of multimedia, are being downloaded to personal hard drives, and also uploaded to online social networks on a daily basis. The work presented in this dissertation is a contribution in the area of multimedia organization, as well as automatic selection of media for storytelling purposes, which eases the human task of summarizing a collection of images or videos in order to be shared with other people. As opposed to some prior art in this area, we have taken an approach in which neither user generated tags nor comments --that describe the photographs, either in their local or on-line repositories-- are taken into account, and also no user interaction with the algorithms is expected. We take an image analysis approach where both the context images --e.g. images from online social networks to which the image stories are going to be uploaded--, and the collection images --i.e., the collection of images or videos that needs to be summarized into a story--, are analyzed using image processing algorithms. This allows us to extract relevant metadata that can be used in the summarization process. Multimedia-storytellers usually follow three main steps when preparing their stories: first they choose the main story characters, the main events to describe, and finally from these media sub-groups, they choose the media based on their relevance to the story as well as based on their aesthetic value. Therefore, one of the main contributions of our work has been the design of computational models --both regression based, as well as classification based-- that correlate well with human perception of the aesthetic value of images and videos. These computational aesthetics models have been integrated into automatic selection algorithms for multimedia storytelling, which are another important contribution of our work. A human centric approach has been used in all experiments where it was feasible, and also in order to assess the final summarization results, i.e., humans are always the final judges of our algorithms, either by inspecting the aesthetic quality of the media, or by inspecting the final story generated by our algorithms. We are aware that a perfect automatically generated story summary is very hard to obtain, given the many subjective factors that play a role in such a creative process; rather, the presented approach should be seen as a first step in the storytelling creative process which removes some of the ground work that would be tedious and time consuming for the user. Overall, the main contributions of this work can be capitalized in three: (1) new media aesthetics models for both images and videos that correlate with human perception, (2) new scalable multimedia collection structures that ease the process of media summarization, and finally, (3) new media selection algorithms that are optimized for multimedia storytelling purposes.
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Schwidde, Carolin. "Self representation in digital storytelling". München AVM, 2010. http://d-nb.info/1001972732/04.

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Sernrot, Eric, e Alexander Gabrielsson. "Crossmedia & Storytelling i Marknadsföringssyfte". Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1765.

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This paper contains a study where we apply cross media and storytelling into the design process of a practical commercial campaign. The purpose is to learn more and deeper by using cross media and the ideal of storytelling practical. We applied a qualitative method for research of the project to provide a high-quality empirical work. The result shows that by using well-structured story early in the design process you will easily succeed with your cross media design.

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Krüger, Charlotte, e Anna Bergqvist. "Storytelling : Vem berättar egentligen storyn?" Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-11205.

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Brown, Lindsay M. "Storytelling, a cultural studies approach". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0005/MQ37489.pdf.

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Aitken, Wendy Ann Jewkes. "Storytelling and conversion in children". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ64035.pdf.

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43

Lundblad, Patrik. "Applied Geovisual Analytics and Storytelling". Doctoral thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91357.

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'Geovisual Analytics' represents a cross-disciplinary research that looks for innovative methods to interactively visualize and solve large spatio-temporal related visualization problems for multivariate data through a visual discovery, reasoning and collaborative process. The name emphasizes the link with the well-known research discipline of Visual Analytics and could be viewed as sub-area with its specific focus on space and time posing specific research problems. This thesis focuses on the design, implementation and evaluation of interactive analytical spatio-temporal and multivariate representations demonstrated in several application scenarios which contributes to our understanding of how technology, people and spatial representations of information work effectively together. Data are analysed through the use of coordinated and time-linked views controlled by a time slider. Trends are detected through several visual representations simultaneously, each of which is best suited to highlight different patterns and can help stimulate the analytical visual thinking process so characteristic for geovisual analytics reasoning. Interactive features include tooltips, brushing, highlight, visual inquiry, and conditioned statistics filter mechanisms that can discover outliers and simultaneously update all views. To support knowledge capture and the communication and publishing of gained insights from the data exploration process, a visual storytelling concept with snapshots is introduced where the author can capture the visual data exploration process and share it. Snapshots are memorized interactive visualization views that are captured and later on recreated, so that the reader of the story can see the same mental interactive scenario as the author of the story. These snapshots are then part of a story where the author writes an explanatory text and uses the snapshots to highlight key words. These highlights will allow the reader to recreate the data views used by the author and will guide the reader to the visual discoveries made. The contributions of this thesis are divided into two parts, where the first part includes applications based on geovisual analytics methods for exploring complex weather data and finding patterns and relationships within the data. Earlier, the use of data visualization has been very limited and the introduction of geovisual analytics and the techniques used have significantly improved the visual analysis process as well as increased the flexibility. The results of this research are today used by SMHI to improve optimization and safety of voyages and monitoring of the weather along Swedish roads. Formative evaluations were performed with domain analysts with the purpose to explore qualitative usability issues with respect to visual representations and interactive representation. Furthermore, this thesis contributes with a visual storytelling approach which aims at giving domain experts novel methods for capturing and sharing information discoveries in a way that the reader can follow the process of visual exploration. This approach has been tested and verified within the domain of public statistics, where national and regional statistics is published to the public through the use of embedded interactive visualizations and a story that can engage the reader. The concept of visual storytelling has also been introduced to educators, where stories are used as interactive teaching material for students to make national and regional statistics interactive and visually understandable to the students. It will also challenge the students to investigate new theories and then communicate them visually.
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Gustafsson, Erik, e Daniel Prissberg. "Användning av storytelling inom marknadsföring". Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17199.

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Storytelling är en het trend inom marknadsföringen just nu och diskuteras i diverse olika medier. Syftet med den här uppsatsen är att undersöka hur företagen använder sig av storytelling i sina reklamkampanjer. Baserat på teori om berättarteknik har det utformats en analysmodell för storytelling inom reklamfilm. Analys har genomförts genom att studera ICAs, Tele2s och Com hems reklamkampanjer och jämföra deras struktur med analysmodellen. Reklamkampanjerna har även jämförts med fem steg som är grundläggande för att en berättelse ska klassas som storytelling. Studien har visat att företagen använder sig av storytelling, fast på olika sätt och mer eller mindre. ICA och Tele2 kvalificerar sig som storytelling, då deras struktur överrensstämmer mest med strukturen för berättarteknik. Com hem däremot saknar vissa strukturella beståndsdelar som krävs för att man ska kunna klassas som storytelling.
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45

Bonds, Calvin. "Best storytelling practices in education". Thesis, Pepperdine University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10141728.

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Effective teaching strategies can be defined as utilizing the higher levels of Bloom’s taxonomy, which include understanding, application and analysis (Flynn, Mesibov, Vermette & Smith, 2004). Teachers that use effective teaching strategies can significantly impact the future earnings of their students. Students that are recipients of these strategies receive a higher quality of K-12 education, which leads to a higher caliber of colleges and universities chosen. As a result of the higher education institutions attended, students become more competitive when entering an evolving workforce, earning higher salaries. This study explores the effective teaching strategy of storytelling. It identifies best practices of storytelling leaders in education. The literature reveals a link between successful storytelling practices and adult learning theory. There is also a connection between the impact of storytelling and the neuroscience of the brain. The findings are expected to help leaders in education who want to practice storytelling in their leadership practice. As a result of interviewing participants in this study, several themes were discovered that pointed out key factors in best storytelling practices. Some key findings include using stories to encourage critical thinking skills, heighten self-awareness among students, and activate brain triggers that produce an emotional connection around a subject matter. The data collected in study is believed to contribute to the effectiveness of future storytellers who wish to use storytelling as an effective teaching strategy in their leadership practice.

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46

Hannan, Jon, Caylee Raber, Nadia Beyzaei, Donna Levi e Alison Phinney. "Zeitgeist: an intergenerational storytelling project". TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36710.

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The Zeitgeist project asks what role design students can play in enhancing creative endeavours and wellbeing of residents through an intergenerational co-design programme. Between Spring 2018 and Summer 2019, Zeitgeist brought together undergraduate design students and residents of long-term care homes for a project that challenged them to co-design publications that focused on the life experiences, stories and knowledge of the residents and emphasized an intergenerational exchange between two very different groups of people that could have a tangible, positive impact upon each other. It is often the case that residents in long-term care homes face issues of social isolation and diminishment of personal identity. In care homes opportunities for genuine creative and personal expression tend to be limited due to limited resources and a focus on medical priorities. It’s not unusual for residents to feel like they no longer have anything to contribute to society, that their story has closed and they no longer feel challenged, which can lead to cognitive decline. Design students are predominately young and tend to have limited life experience, with many still living at home and unsure about what direction they want their life to take. Zeitgeist looked to explore the possible benefits of a reciprocal relationship between the two parties by engaging participants in a range of creative activities that would allow for a mutual exchange of information and skills. This project uniquely positions an art and design university as a community partner for developing new approaches to enhance the wellbeing of seniors.
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47

Freeman, Michelle, e Gary Burkette. "Storytelling in the Accounting Classroom". Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etsu-works/6425.

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Under what conditions and in what situations is the telling of personal history and other stories an effective teaching tool?Storytelling has been used by many of the greatest teachers throughout history. Plato, Jesus and Gandi, used stories, parables and personal histories to educate students (Zabel 1991). In fact, storytelling has been referred to as the foundation of the teaching profession (Abrahamson 1998). In recent years, the use of storytelling has received attention from academic researchers and has been studied in several academic disciplines. It has been suggested that the use of storytelling in higher education settings increases student performance and recollection (Bryant & Harris 2011). However, few students have considered the potential for the use of storytelling in the accounting classroom.This archival research seeks to describe the value of storytelling as a pedagogical tool across academic disciplines, review the literature regarding the use of storytelling in other academic disciplines in higher education, synthesize the findings of existing research and describe the uses, benefits and difficulties with using storytelling in various accountancy classes across the curriculum, and suggest possible uses for storytelling in accountancy classes.
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48

Foster, Sarah E. "Student Empowerment Through Digital Storytelling". University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1407405356.

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49

Bensaid, Eden. "Multimodal generative models for storytelling". Thesis, Massachusetts Institute of Technology, 2021. https://hdl.handle.net/1721.1/130680.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February, 2021
Cataloged from the official PDF of thesis.
Includes bibliographical references (pages 41-45).
Storytelling is an open-ended task that entails creative thinking and requires a constant flow of ideas. Generative models have recently gained momentum thanks to their ability to identify complex data's inner structure and learn efficiently from unlabeled data [34]. Natural language generation (NLG) for storytelling is especially challenging because it requires the generated text to follow an overall theme while remaining creative and diverse to engage the reader [26]. Competitive story generation models still suffer from repetition [19], are unable to consistently condition on a theme [51] and struggle to produce a grounded, evolving storyboard [43]. Published story visualization architectures that generate images require a descriptive text to depict the scene to illustrate [30]. Therefore, it seems promising to evaluate an interactive multimodal generative platform that collaborates with writers to face the complex story-generation task. With co-creation, writers contribute their creative thinking, while generative models contribute to their constant workflow. In this work, we introduce a system and a web-based demo, FairyTailor¹, for machine-in-the-loop visual story co-creation. Users can create a cohesive children's story by weaving generated texts and retrieved images with their input. FairyTailor adds another modality and modifies the text generation process to produce a coherent and creative sequence of text and images. To our knowledge, this is the first dynamic tool for multimodal story generation that allows interactive co-creation of both texts and images. It allows users to give feedback on co-created stories and share their results. We release the demo source code² for other researchers' use.
by Eden Bensaid.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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50

Klimas, Matthew L. "Argent Sound Recordings: Multimodal Storytelling". VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/795.

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ARGENT SOUND RECORDINGS explores the integration of visual, written and sonic elements to tell a story. "The Silver Bell," a fairy tale, is delivered through the internet – providing users an opportunity to experience and interpret a constructed narrative under the guise of an independent record label website.
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