Дисертації з теми "Media narrativi"
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Frigo, Angelica. "Analisi e predizione dell’evoluzione di un ecosistema narrativo: il caso delle serie tv dei Marvel Studios." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25284/.
Повний текст джерелаGros, Niko, and Alexander Hägg. "The Rhizo-narrative : Ett nytt fält för narrativa nätverk." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16488.
Повний текст джерелаThe Rhizo-narrative is an investigation about what happens when you combine rhizomes with video game narrative structures that researches and documents the process. We want to know how rhizomes affects video game narratives when used as a tool for developing the narrative itself. We achieve this through creative experiments and concepts. Within this text we go through the purpose of our project, why we chose to work with the terms we worked with, what those terms mean, the results we achieved as well as a detailed discussion about said results, problems and challenges we faced during the projects lifetime. We end with our future thoughts about rhizome based narratives within video games.
Cruzado, Bautista Karoline Marvi. "Cambios en los hábitos de lectura entre los jóvenes provocados por la difusión de los nuevos medios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653197.
Повний текст джерелаThis research work aims to achieve analysis in the first place on how reading habits have changed in young people today with the emergence of transmedia narrative and new digital media. In addition to this, it is intended to investigate whether this type of content and formation of narrative universes can influence reading habits in some way and be able to achieve an approach in those who do not yet have these developed reading habits.
Trabajo de investigación
Phillips, Douglas. "An Investigation of Police Brutality in News Media: Media Narratives and Narrative Icons as Argumentation and Communal Identity." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/722.
Повний текст джерелаNordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.
Повний текст джерелаWe study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
Smith, Jennifer. "Theorizing Digital Narrative: Beginnings, Endings, and Authorship." VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/316.
Повний текст джерелаDitlevsen, Christoffer Moe, and Martin Björkman Čehovin. "Den dramatiska kraften i filmmusik, Filmmusikens dramatiska vikt i modern media." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1917.
Повний текст джерелаDetta är en reflektionsdel till en digital medieproduktion.
Sjöström, Johan. "Morphology of a digital narrative : prototyping digital narratives using the theories of Vladimir Propp." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1929.
Повний текст джерелаMcVeigh, Kathryn Margaret. "Mosaic narrative a poetics of cinematic new media narrative." University of Southern Queensland, Faculty of Arts, 2008. http://eprints.usq.edu.au/archive/00006235/.
Повний текст джерелаCardmarker, Amanda, and Caroline Beaufoy. "Parlamentet - politik på humornivå : en narrativ och samtalsanalytisk studie." Thesis, Halmstad University, School of Social and Health Sciences (HOS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4104.
Повний текст джерелаDå humor spelar en stor roll i våra vardagliga liv, inte minst som förmedlare av seriösa samhällsfenomen (Palmer, 2004), kändes det intressant för oss att belysa en medieform som har såväl humor som samhällspolitiska ämnen på agendan. I anknytning till vårt syfte och våra frågeställningar, vilka innefattar en jämförelse mellan två utvalda avsnitt ur TV-serien Parlamentet, har vi använt oss av två teoretiska utgångspunkter; narrativ teori och samtalsanalys.
Vi har arbetat med en kvalitativ och textanalytisk metod och applicerat de teoretiska utgångspunkterna narrativ teori och samtalsanalys till vårt empiriska material i analysen. De begrepp vi valde ur narrativ teori är Mishlers modell, innehåll och humor som berättarstrategi, och ur samtalsanalysen valde vi att fokusera på struktur, tur- och turtagning och multimodalitet. Vi har låtit begrepet politikens medialisering fungera som en fond till vår studie, och vi har följt upp våra resultat genom dessa glasögon i slutdiskussionen.
Analysen visar att det finns likheter, men framför allt skillnader mellan avsnitten, ur både narrativ och samtalsanalytisk synvinkel. Med hjälp av teorin har vi studerat helheter och delar ur avsnitten för att kunna ge en övergripande bild av vår analys. Det resultat vi fick fram var bland annat skillnader och likheter mellan komikernas roller och avsnittens innehåll och form diskuterar vidare i slutdiskussionen.
Bjarnason, Baldur. "Context/media : an investigation into the application of conventional narrative theory to interactive media narrative structures." Thesis, University of the West of England, Bristol, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438788.
Повний текст джерелаRöger, Hubana Isabella. "Hannes Råstams Hjälteresa : Narrativ analys av Hannes Råstams dokumentärer om Thomas Quick." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79979.
Повний текст джерелаLaitinen, Siiri. "Att levandegöra historien : En studie om berättarteknik i historisk utställningstext." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-40026.
Повний текст джерелаPrevious research suggests that it can be difficult to get visitors to read the texts in an exhibition. Hence, the present study investigates how narration techniques may be used in order to grab readers’ interest and create readable exhibition texts. The combined design and research project was led in collaboration with a Swedish local history association. The design brief was to create an exhibition text for a forthcoming exhibition about 17th century Swedish politician Axel Oxenstierna. The study focused on the effects of five different narration techniques, namely style of speech, discourse structure, tense, figurative language in the form of metaphors and similes, and the use of adjectives. Based on analyses of preexisting exhibition texts, two prototypes of a narrative about Axel Oxenstierna were constructed. Results from user testing then indicated that a reverse discourse structure creates curiosity for the story in question, that present tense facilitates reader involvement into the narrative, and that the use of figurative language and adjectives promotes the creation of mental imagery while reading. The style of speech in the narrative did not seem to have an impact on the reading experience. These results suggest that the narration techniques examined in this study affect the readability of exhibition texts, and that a particular use of these techniques may be preferable in order to get visitors to read the texts. Research findings were then used to create a final version of the narrative exhibition text about Axel Oxenstierna.
Truran, Chris. "Virtual narratives : a study of relationships between narrative and interactive media, with special reference to interactive television." Thesis, University of Bristol, 2004. http://hdl.handle.net/1983/8c580665-428c-45da-9ba4-e04bf06c9222.
Повний текст джерелаZhang, Ruiqi. "Parallel Narrative: Short-Video Social Media Platforms’ Influences on Contemporary Narrative." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5935.
Повний текст джерелаVeld, Yolanda. "Locative Narratives with Digital Media." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15327.
Повний текст джерелаTrinchero, Beth. "Counter Narrating the Media’s Master Narrative: A Case Study of Victory High School." Digital Commons at Loyola Marymount University and Loyola Law School, 2011. https://digitalcommons.lmu.edu/etd/261.
Повний текст джерелаTallyn, Ella. "Applying narrative theory to the design of digital interactive narratives with the aim of understanding and enhancing participant engagement." Thesis, University of the West of England, Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.327430.
Повний текст джерелаSäll, Rebecca. "Frost (2013) & de banbrytande Disneyprinsessorna : En narrativ analys om genus och identifikation." Thesis, Stockholms universitet, Institutionen för mediestudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-151567.
Повний текст джерелаEklund, Christopher. "Time and narrative in depthless visual media." [Gainesville, Fla.] : University of Florida, 2009. http://purl.fcla.edu/fcla/etd/UFE0025004.
Повний текст джерелаRooth, Rasmus, and Jacob Westberg. "Ljuddesign för dynamiskt narrativ." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2319.
Повний текст джерелаDetta är en reflektionsdel till en digital medieproduktion
Parker, Maxwell. "The Narrative of Regime Change: Pro-Kremlin Narratives Implicating Foreign Interference in the 2020–2021 Belarusian Protests." The Ohio State University, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1619153176164935.
Повний текст джерелаValle, Andre Alves de Lima do. "Narrativas transmidiáticas: aprendizagem, comunicação e estratégia de conteúdo em iniciativas multi-plataforma." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/8/8147/tde-10022014-103956/.
Повний текст джерелаThe new dynamics empowered by web 2.0 reframes learning as an activity that permeates different areas of knowledge. In the light of new technologies, the goal of reaching a certain knowledge demands adequate strategies. These must be appropriate to the various possibilities of interaction with information, according to media\'s affordances, individual\'s learning particularities and the context that determined individual necessities of access. Educators, educational / instructional designers and content strategists invariably revise procedures to better understand the mechanics through which information is turned into knowledge. These professionals are able to understand the methods through which individuals process information and appropriate content from different resources in a practice that we can call learning or meaning making. In this context, appears the term transmedia narratives: a concept that encompasses plural learning practices enabled by media resources that compose our reality. Meaning making happens as we build narratives, coherent guidelines that empower ourselves to interact efficiently with the different types of content we have access to. This study investigated the concept of narrative and the impact of media in our ways to interact with others and with knowledge; learning in the context of transmedia narratives; two concrete and distinct examples in which one learn through narratives built with the use of various combined media. Finally, this study aimed to indicate new research pathways to be explored by researchers interested in the way learning and communication happen in a context determined by the digital media.
Nordqvist, Petter. "First Contact : En utforskning av ickelinjärt gameplay och narrativ." Thesis, University of Skövde, School of Humanities and Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3085.
Повний текст джерела
Denna uppsats är en reflektion kring verket First Contact, ett designdokument som utforskar möjligheterna kring ickelinjära narrativ i datorspel. Verket och denna text är skrivna som examensarbete av Petter Nordqvist under våren 2009.
Verket analyseras utifrån litteratur kring ickelinjära narrativ och andra datorspel. Genom denna analys visas hur verket skiljer sig från andra spel och vilken effekt detta har.
Slutsatsen pekar på hur narrativ kan formas på många sätt i spel, det sätt som presenteras i verket är inte det enda eller ens nödvändigtvis det bästa sättet. Men det är ett sätt som absolut ger spel möjligheten at innehålla väldigt ickelinjära narrativ.
Andersson, Oscar, and Tim Grödem. "Förenklade drama managers : Att producera emergenta narrativ medförenklade metoder." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17271.
Повний текст джерелаThere are a few storytelling methods for video games. The most common forms are linear and branching narratives, but there is one method not used to the same extent, known as emergent narrative. This study uses and artifact to explore emergent narrative using systems known as Drama Managers that aim to control the sequence of events in a game to create a narrative. The purpose of the study was to explore if a simplified drama manager could produce emergent narratives. The conclusion is that elements of emergence could be identified, but the artifact could not be considered to contain an emergent narrative. This knowledge could be used to help define the difference between emergent and branching narratives.
Byrne, Betsy A. "Psychological Media Effects of Narrative Transportation in Advertising." Thesis, University of Louisiana at Lafayette, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10163320.
Повний текст джерелаCultivation theory suggests that using second-order judgments, viewers may become immersed into a narrative program via narrative transportation. Highly transported viewers make very frequent trait judgments, forming impressions and attitudes about characters, anticipating outcomes, and making constant reevaluations when surprises occur. Narrative transportation can often lead to persuasion by bringing viewers to a highly involved mental state. Due to narrative transportation’s persuasive quality, research has reviewed the relationship of narrative transportation within advertisements
This research will build on the literature by examining the extent to which narrative transportation intervenes with the viewer’s attitude towards the Dr. Pepper brand via product placement, incorporating individual difference variables of materialism, cognitive attention, and need for fantasy. The two-group posttest only with a control group experiment manipulates the variables through two different viewing programs. The first program induces narrative transportation, while the second program is interrupted so that there is no narrative flow.
Volunteer participants will be selected from CMCN 100 classes. A simple linear regression will be used to determine the effects of immersion.
Laccetti, Jessica Monica. "New media stories : subjectivity, feminism and narrative structures." Thesis, De Montfort University, 2008. http://hdl.handle.net/2086/13272.
Повний текст джерелаRosewell, Susan Tilden. "Examination of Narrative Point of View Through Production by Two Media." Thesis, North Texas State University, 1986. https://digital.library.unt.edu/ark:/67531/metadc500621/.
Повний текст джерелаArvidsson, Elin, Malin Olandersson, and Ida Tiverman. "You vs. Wild : En kvalitativ studie om tittarens roll i interaktiva berättelser." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72825.
Повний текст джерелаLoe, Karl, and Fanny Karlsson. "Dialoger är Valfritt." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18484.
Повний текст джерелаIn this Bachelor Thesis we have studied how one could go about creating an interactive narrative without dialogues or narration. With the help of body language and semiotics, we have worked to create gestures that are easy to understand regardless of who looks at the design and with the help of microcontrollers and sensors, we have created a design that the viewer can interact with in order to get an appropriate response back. During the work, we have also tried a new design perspective for us, which we have based on semiotics. This and new technology has brought with it some problems that we have had to solve in one way or another.
Michaneck, Daniel. "Narrativ och Agency : Hur narrativ påverkar spelarens upplevda inflytande." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15456.
Повний текст джерелаLouchart, S. "Emergent narrative : towards a narrative theory of virtual reality." Thesis, University of Salford, 2007. http://usir.salford.ac.uk/14894/.
Повний текст джерелаCrisman, Jonathan. "Approximate translation : media, narrative, and experience in urban design." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79149.
Повний текст джерелаThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis. Vita.
Includes bibliographical references (p. 153-155).
Approximate translation is developed as a design process through which the place-embedded history of an urban environment can be understood, allowing for better design and intervention in that urban environment. Generally, approximate translation champions media, narrative, and experience as design elements that have traditionally been excluded from disciplinary discourse and are necessary for any design in contemporary practice. The processes of displacement, replacement, and surrealization are proposed as three such translations and are demonstrated in the transformation of the Boston neighborhood of Allston into Allstonland (a theme park in Hong Kong), New Allston (a revised Allston with six interventions organized around Platonic Forms), and a live model of New Allston. The live model is developed as a new form of architectural and urban design representation that can incorporate the temporal, mediatic, and experiential elements which are ill-conveyed through conventional means. Ultimately, approximate translation is intended to transform urban environments into their ideal forms, to inject new meaning into empty urban signifiers, to alter local subjectivities, and to generate a new sense of civitas. Theories of media, theming and scripted space, Pop and Surrealist art, Marxism and neoliberal capital, postmodernism, aesthetics, semiotics, modernist architecture, epistemology, and hermeneutics are drawn upon in order to construct a framework for this that is both robust enough for use in practice and pedagogy, as well as mutable enough for further refinement and expansion.
by Jonathan Crisman.
M.Arch.
M.C.P.
May, Anthony. "TRAD. : an examination of narrative adaptation across popular media." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/20187/1/Anthony_May_Thesis.pdf.
Повний текст джерелаMay, Anthony. "TRAD. : an examination of narrative adaptation across popular media." Queensland University of Technology, 2007. http://eprints.qut.edu.au/20187/.
Повний текст джерелаHedström, Joakim. "Sekvensbryt vs narrativ : En obefogad konflikt?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16954.
Повний текст джерелаThis report explores the research question how do skilled players perceive the intentional act of sequence breaking in relation to their experiencing of a game’s narrative? as examination of earlier research has raised questions concerning players’ opinions on the matter and whether the act of sequence breaking is counter to the desire to experience game narratives. A study was designed in order to collect players’ opinions on sequence breaking. This involved the creation of a text-based game called Sequerience wherein players were given the opportunity to perform sequence breaking, combined with a survey collecting the players’ thoughts on the subject. The study was spread online and to Canadian universities, with a total of 11 participants. The responses were sufficient to establish that there are players who may intentionally perform sequence breaking while maintaining the desire to experience a game’s narrative. In future studies, a larger amount of participants may give deeper insights in the various perspectives players may have on sequence breaking in relation to the experiencing of narratives.
Miller, Alanna Rachel. "Negotiating Religious Identity and Mass Media: Examining the Relationship Among Lived Religion, Mass Media, and Narrative Identity." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/340862.
Повний текст джерелаPh.D.
The purpose of this dissertation is to further clarify the role of mass media for evangelicals in negotiating religious identity. This project uses lived religion, cultural studies, and narrative identity as a framework. Over the course of seven months, I conducted participant observation in an American Baptist congregation, where I observed both their religious and media practices. Additionally, I conducted qualitative interviews with selected key congregants to get a fuller picture of both their media use and their narrative religious identity. I found that narratives about media and media use led participants to certain strategies of distancing and/or integrating media with their religious identity. Various narrative tools, such as maps, symbolic inventories, tropes, and spiritual anchors, were used by participants to juxtapose media with their religious practice. By using these tools, participants sought to gain more moral and religious certainty by using media as both a proxy for self and as a proxy for Others. As moral and religious uncertainty is a characteristic of modernity, I conclude that there may be ramifications for larger media use and moral thought.
Temple University--Theses
Strand, Cecilia. "Perilous Silences and Counterproductive Narratives Pertaining to HIV/AIDS in the Ugandan, Lesotho and Namibian Press." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-157234.
Повний текст джерелаLindén, Sofia. "SAGAN OM DET DIGITALA VARDAGSLIVET - En kvalitativ studie över Telenors tillämpning av narrativitet som strategisk kommunikationsresurs." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-162964.
Повний текст джерелаJulia, Billing, and Tagesson Louise. "Dramatik i modeporträtt." Thesis, Blekinge Tekniska Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-927.
Повний текст джерелаThere are a variation of different types of portrait photography where the photographer follows the guidelines in framing and angles. In this bachelor’s thesis we will deal with the question “How can we by breaking the guidelines in framing and angles create contrasts and dramatic fashion portraits?”. By research and discussion about narrative in still photography we have explored how far you as a photographer can stretch the guidelines in framing and angles without falling over the thin line between a successful or and unsuccessful image. Through a technical study of what happens when you break the guidelines in framing and angles we have been proven that it's technical possible to create contrasts in fashion portraits by breaking the guidelines.
Grigsby, Neal A. (Neal Alan). "A ceaseless becoming : narratives of adolescence across media." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39154.
Повний текст джерелаIncludes bibliographical references (p. 97-105).
Thesis explores the broad appeal of narratives with adolescent protagonists across a variety of media, including literature, film, and video games. An analysis of key texts within their historical contexts reveals affinities between disparate genres and strong connections between fiction and the discourse of adolescence in psychology, anthropology, and sociology. Adolescence narratives illuminate both the transgressive boundaries of a given culture and the normative center, and make explicit what is usually considered natural or implicit. To discover the roots of contemporary adolescence narratives, prototypes for the picaresque novel, the school story, and the Bildungsroman are examined, and each are shown to contain narrative conventions that survive in recent works. A contemporary case study looks at the trilogy of female coming of age films by Sofia Coppola to show how they embody the ambiguities and contradictions of third wave feminism. Finally, the author explores the affinity between video games and adolescence, the implications of translating literary genres into an interactive medium, and uses examples from both science fiction literature and recent games to theorize how games might better address the themes of adolescence in both story and play mechanics.
by Neal A. Grigsby.
S.M.
Plummer, Stephanie C. "Food Contamination Narratives in United States News Media." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1237761803.
Повний текст джерелаGalyean, Tinsley Azariah. "Narrative guidance of interactivity." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/29090.
Повний текст джерелаCraig, Heather (Heather Hult). "Interactive data narrative : designing for public engagement." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/97993.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (pages 97-101).
Interactive data narrative, or the crafting of interactive online stories based upon new or existing data, has grown dramatically over the last several years. Data is increasingly available through such mechanisms as embedded sensor networks, remote sensing, and mobile data collection platforms. The affordances of mobile computing and increasing internet access enable widespread-and often citizen-powered-data collection initiatives. This proliferation of data raises the challenge of translating data into compelling and actionable stories. New data collection and online storytelling strategies foster a mode of communication that can reveal complexities, time-based shifts, and arcane patterns with regard to newly available geolocated data. This thesis investigates interactive storytelling as a mode of communicating data and analyzes trends and opportunities for future innovation. Surveying the field and analyzing specific projects lays the foundation for a design intervention for adding a narrative layer to geolocated, citizen-collected data.
by Heather Craig.
S.M.
Keen, Seth. "Video chaos : multilinear narrative structuration in new media video practice /." Electronic version, 2005. http://adt.lib.uts.edu.au/public/adt-NTSM20050921.151215/index.html.
Повний текст джерелаHögberg, Emma, and Jonatan Finsberg. "Undersökning av narrativa strukturer inom olika medier." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16399.
Повний текст джерелаThis Bachelor Thesis aims to explore and create a deeper understanding of various narrative structures and techniques found in literature, film and digital games. This has been done by answering the question how one can apply narrative structures and techniques from literature and film in a digital game. To answer this question, we have developed a digital game that uses different narrative structures and techniques that are more common in literature and films. For this, we used the MDA-framework methodology as well as the story writing methods The Snowflake Method and The Fantasy Fiction Formula. This thesis shows how a story in a digital game, using a number of narratological concepts, can make use of narrative structures and techniques from literature and film. The Snowflake Method proved useful, but not adapted for this type of writing. Due to time limitations we were not able to use as many structures and techniques from films as we wanted to.
Blumenthal, Henry (Hank). "Storyscape, a new medium of media." Diss., Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/54989.
Повний текст джерелаCarlos, Gustavo Colares Melo. "SituaÃÃo de MÃdia: os meios de comunicaÃÃo na filmografia de Pedro AlmodÃvar." Universidade Federal do CearÃ, 2010. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=5406.
Повний текст джерелаApresentando como tema a filmografia de 17 longas-metragens comerciais do diretor espanhol Pedro AlmodÃvar, de âPepi, Luci, Bom y otras chicas del montÃnâ, de 1980, a âAbraÃos partidosâ, de 2009, esta dissertaÃÃo procura investigar de que forma sequÃncias fÃlmicas aqui nomeadas de situaÃÃes de mÃdia auxiliam o cineasta no desenvolvimento da narrativa de suas produÃÃes. Ao identificar a recorrÃncia com que o cineasta aborda o universo dos meios de comunicaÃÃo de massa em sua trajetÃria cinematogrÃfica, pretende-se compreender como essas situaÃÃes de mÃdia podem interferir na construÃÃo de personagens e na geraÃÃo de acontecimentos nos filmes, como um dispositivo narrativo. Para isso, buscou-se relacionar estudos teÃricos sobre a mÃdia e a comunicaÃÃo social com a filmografia almodovariana, a exemplo da ocorrÃncia de fait divers na imprensa, analisada por Barthes (1977), e da teoria dos sistemas de Luhmann (2005).
Ekengren, Marcus. "Media, en ignorerad länk i den strategiska berättelsen : En kvantitativ studie över medias projektion av det svenska Afghanistannarrativet." Thesis, Försvarshögskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:fhs:diva-5458.
Повний текст джерелаPettersson, Rebecka. "Konstruktionen av det narrativa rummet : Utvecklingen av ett verktyg för konceptframställan vid platsbaserat berättande." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18747.
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