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Статті в журналах з теми "Multimedia Narratives"

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Barot, Camille, Michael Branon, Rogelio Cardona-Rivera, Markus Eger, Michelle Glatz, Nancy Green, James Mattice, et al. "Bardic: Generating Multimedia Narratives for Game Logs." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (June 25, 2021): 154–61. http://dx.doi.org/10.1609/aiide.v13i2.12987.

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In this paper we present the system called Bardic, which was developed over three years as the core technology in the Narrative for Sensemaking project, an effort to automatically generate narrative from low-level event data as an aid for sense making. At its core, Bardic is a narrative report generator that uses a logic-based language torepresent a story based on event/activity logs. Bardic generates different types of narrative discourse designed to convey different aspects of the underlying data. The system consists of aUnity application that allows users to explore generated stories and select parts of the stories to analyze in detail. In addition to its narrative generation capabilities, the application provides visualization and querycapabilities. In this paper we provide screen shots of the application in use, show examples of narrative output produced by Bardic, detail how Bardic generates its output, and discuss the current system's capabilities and limitations.
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Giannoukakis, Marinos. "Narrative in Form: A topological study of meaning in transmedial narratives." Organised Sound 21, no. 3 (November 11, 2016): 260–72. http://dx.doi.org/10.1017/s1355771816000236.

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This article is an attempt to demonstrate the relation between appreciation of morphology and structure in form on the one hand, with higher symbolic structures – crucial for meaning formation routines – on the other, and to evaluate their significance in transmedial narratives, primarily in the case of media-based artworks. The use of catastrophe theoretical models to classify forms, their structure and dynamics is proposed, and the question of how these models can give us insight into the meaning that is carried through transmedial narratives (referential or abstract) is examined. Finally, the value of these insights for the composition and practice-based analysis of multimedia art forms is demonstrated.
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Tymchuk, Larysa. "ETHICAL DIMENSIONS OF CREATIVITY IN DESIGNING OF DIGITAL NARRATIVES." Aesthetics and Ethics of Pedagogical Action, no. 14 (September 9, 2016): 191–201. http://dx.doi.org/10.33989/2226-4051.2016.14.171616.

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The article deals with the problem of an individual’s creative expression in the process of design of digital narratives, analyzes the categories of creativity, innovation, and defines properties of creative work and related copyright issues on multimedia, web pages, digital humanistic education projects, including digital narratives. The approaches to the definition of creative works in the digital space, including: originality, individuality, innovation, aesthetic and artistic value, social significance, are characterized.The article gives valuable information on the problem of creativity in scientific context of using digital technologies by analyzing the following categories: high creativity; creativity revealed in the works; creativity as a form of an activity; creativity as a cognitive process. The article highlights the characteristic properties of a digital creature (multimedia presentation, digital narrative, computer program, and website): innovation, originality, lack of imitation, availability of specific individual properties, rare occurrence of such works; aesthetic and artistic value; social significance.Under Ukrainian law copyright issues that apply to all types of digital narrative, web pages, audio-visual materials (as well as visual and audio), computer programs are considered. The works that are considered to be creative and liable to legal protection in terms of copyright include: various types of digital narratives, computer programs, web pages, audio-visual materials characterized by individuality, originality, and independence. The ability to generate ideas, creative work, and originality of thought are revealed in these works.The principles of creativity in the design of digital narratives are defined: creative self-actualization is done by designing the content of the information message through digital technologies; digital narrative enables the presentation of one’s own “I”, i.e. thought placement of network photos, graphics, texts, video and audio recordings; digital narratives stimulate the recipients of digital creature the emergence of various kinds of possible reflexive reactions; future Masters of Education should be able to creatively design digital narratives for use them in professional activity to stimulate the development of abilities of students; the compliance of copyright acquires special significance.
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Blasch, Erik P., Steven K. Rogers, Hillary Holloway, Jorge Tierno, Eric K. Jones, and Riad I. Hammoud. "QuEST for Information Fusion in Multimedia Reports." International Journal of Monitoring and Surveillance Technologies Research 2, no. 3 (July 2014): 1–30. http://dx.doi.org/10.4018/ijmstr.2014070101.

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Qualia-based Exploitation of Sensing Technology (QuEST) is an approach to create a cognitive exoskeleton to improve human-machine decision quality. In this paper, the authors present QuEST-motivated man-machine information fusion with an example for multimedia narratives. User-based situation awareness includes both elements of external sensory perception and internal cognitive explanation. The authors outline QuEST elements and tenets towards a reasoning approach that achieves human intelligence amplification (IA) in relation to data aggregation from machine artificial intelligence (AI). In a use case example for multimedia exploitation, they showcase the need for enhanced understanding of the man (mind-body cognition) and the machine (sensor-based reasoning) for establishing a cohesive narrative of situational activities. QuEST tenets of structurally coherent, situated conceptualization, and simulated experience are utilized in organizing multimedia reports of Video Event Segmentation by Text (VEST).
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Barboza, Eduardo Fernando Uliana, and Ana Carolina Araújo Silva. "Infografia multimídia: possibilidades interativas de um novo gênero ciberjornalístico | Multimedia infographics: interactive possibilities of a new online journalistic genre." InfoDesign - Revista Brasileira de Design da Informação 14, no. 3 (December 31, 2017): 340–52. http://dx.doi.org/10.51358/id.v14i3.557.

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Este artigo discute a classificação da infografia multimídia como um novo gênero jornalístico, mais especificamente, um gênero do ciberjornalismo. Tal classificação tem como base as características multimídia dos infográficos em questão, especialmente com relação às possibilidades interativas deste novo tipo de narrativa jornalística, que as diferem das narrativas tradicionais impressas. A pesquisa tem como base referências como Ramón Salaverría, Rafael Cores, Valero Sancho, José de Pablos, Carlos Abreu Sojo e as brasileiras Beatriz Ribas e Tattiana Teixeira, que se debruçaram sobre o tema e definem a infografia como um novo gênero jornalístico. A partir desta constatação, este artigo aponta para a especificidade da infografia multimídia como gênero do ciberjornalismo, evidenciando suas principais características como multimidialidade, hipertextualidade, interatividade e narrativa não-linear.__________This paper discusses the classification of multimedia infographics as a new journalistic genre, more specifically, a genre of online journalism. This classification is based on the multimedia features of infographics in question, especially with respect to the interactive possibilities of this new kind of journalistic narrative that differ from traditional print narratives. The research is based on references such as Ramón Salaverría, Rafael Cores, Valero Sancho, José de Pablos, Carlos Abreu Sojo and the Brazilians Beatriz Ribas and Tattiana Teixeira, who have studied the issue and define the infographics as a new journalistic genre. From this finding, this paper points to the specificity of multimedia infographics as a genre of online journalism, highlighting its main features as multimediality, hypertextuality, non-linear and interactive narrative.
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Heng, Terence. "Recent Methodological Opportunities in Online Hypermedia – a Case Study of Photojournalism in Singapore." Sociological Research Online 16, no. 2 (June 2011): 59–72. http://dx.doi.org/10.5153/sro.2381.

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This methodological paper reviews the recent work done by photojournalists in Singapore who have leveraged on the use of multimedia to create meaning-rich narratives of the social situations they investigate. Using an online multimedia project recently launched by journalists and photojournalists in Singapore, I will show how photographers’/photojournalists’ expertise, knowledge and combination of text and photographs serve to exemplify the opportunities that hypermedia affords to sociologists, and argue that hypermedia presentations are particularly useful in extending auto/biographical narratives, encouraging collaborative research, as well as interrogating the everyday social lives of our informants.
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Angova, Stela. "Contemporary Narrative – Context and Manifestations." Postmodernism Problems 10, no. 1 (April 2, 2020): 1–2. http://dx.doi.org/10.46324/pmp2001001.

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The first issue of the Postmodernism Problems for 2020 is dedicated to the contemporary narrative. The publishers approved the topic in January when our lives followed a familiar rhythm of work and the number assembled in a state of emergency. The context and manifestations of the narrative go through the exploration of the new hybrid oral-writing formation through the VoIP application Viber, a narrative analysis of one of the cultural icons of Japanese cinema - Godzilla, cyberbullying as a contemporary narrative form of aggressiveness, the use of multimedia narrative for different business sectors, crisis narrative, narrative through smart technologies and the phenomenology of virtual narratives.
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Sidorenko-Bautista, Pavel, José María Herranz de la Casa, and Juan Ignacio Cantero de Julián. "Use of New Narratives for COVID-19 Reporting: From 360º Videos to Ephemeral TikTok Videos in Online Media." Tripodos 1, no. 47 (February 5, 2021): 105–22. http://dx.doi.org/10.51698/tripodos.2020.47p105-122.

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The disruptive evolution of technology has impacted on all aspects of commu­nication. Consequently, various alterna­tives are being developed for storytelling, delivering messages, and connecting to people. The evolution of social media and mul­timedia technologies is evident. Since 2014, we have witnessed changes both in the concept of immersion over the 360º format and virtual reality. Such changes aim at much closer proximity between user and content, strengthen­ing possible empathic bonds. Even so, emerging audiences, especial­ly Generation Z, spend time in digital environments that do not support this type of content. As a consequence, their interactions and multimedia behavior focus on vertical, ephemeral content, rendering TikTok as an innovative alter­native with a significant growth trend. This study proposes a review of media outlets and journalists’ work report­ing on the COVID-19 pandemic using 360º multimedia narratives and Tik­Tok. Research shows evidence of the limited use of the immersive multime­dia format and the increase of produc­tions in the ephemeral vertical format of TikTok —whose audience reach has grown significantly. Keywords: COVID-19, 360 video, ephemeral video, journalism, Genera­tion Z.
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Brushwood Rose, Chloë, and Bronwen Low. "Exploring the ‘craftedness’ of multimedia narratives: from creation to interpretation." Visual Studies 29, no. 1 (January 2, 2014): 30–39. http://dx.doi.org/10.1080/1472586x.2014.862990.

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Lima Junior, Walter Teixeira, and Eduardo Fernando Uliana Barboza. "Multimedia Infographics as Journalistic Narratives and the Possibilities of Html5." Brazilian Journalism Research 11, no. 2 (December 19, 2015): 222–43. http://dx.doi.org/10.25200/bjr.v11n2.2015.854.

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Дисертації з теми "Multimedia Narratives"

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Roberts, David L. "Computational techniques for reasoning about and shaping player experiences in interactive narratives." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33910.

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Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without systems having a model of players' behaviors. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narratives. Early work on interactive narratives relied heavily on "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify an environment to provide a narrative experience for players. While there have been advances in techniques for representing and reasoning about narratives at an abstract level that automate the trigger side of script-and-trigger systems, few techniques have reduced the need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation. We first describe a decomposition of the design process for interactive narrative into three technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows techniques to be developed for reasoning about the complete implementation of an interactive narrative. We then describe representational and algorithmic solutions to these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture using theories of influence from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct simulation experiments and human subjects experiments in an interactive story. Using these techniques realizes the following three goals: 1) efficient algorithmic support for authoring interactive narratives; 2) design a paradigm for AI systems to reason and act to shape player experiences based on author-specified aesthetic goals; and 3) accomplish (1) and (2) with players feeling more engaged and without perceiving a decrease in self-agency.
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Charles, Franklyn W. "Disruptive Technology in Sound Clash Culture: Narratives of Technological Adoptions and Performance in Competition." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565706604776981.

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Weed, Amanda J. "Don't Be a Zombie: Bringing Persuasion to Life through Fictional Narratives." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1385993180.

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Wingstedt, Johnny. "Narrative music : towards an understanding of musical narrative functions in multimedia." Licentiate thesis, Piteå : Luleå tekniska universitet, Musikhögskolan i Piteå, 2005. http://epubl.ltu.se/1402-1757/2005/59/LTU-LIC-0559-SE.pdf.

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Wingstedt, Johnny. "Making music mean : on functions of and knowledge about narrative music in multimedia /." Piteå : Department of music and media, Luleå University of Technology, 2008. http://epubl.ltu.se/1402-1544/2008/43/index.html.

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Mallon, B. "Evaluating narrative models of engagement in multimedia game design." Thesis, Queen's University Belfast, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.411362.

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Guimarães, Gustavo Côrtes. "TV na internet e internet que é TV narrativas, contextos e o caso NerdOffice." Niterói, 2017. https://app.uff.br/riuff/handle/1/3825.

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Submitted by Programa de Pós-Graduação em Mídia e Cotidiano (ppgmc@vm.uff.br) on 2017-05-04T19:29:12Z No. of bitstreams: 1 Dissertacao_GustavoCortes_PPGMC.pdf: 2792125 bytes, checksum: 801e78679a20479c3ff85e1fbd9930e7 (MD5)
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Essa pesquisa objetiva compreender as características das produções audiovisuais criadas e disponibilizadas em plataformas digitais, particularmente as narrativas denominadas por WEB TV. Para tanto, realizamos um mapeamento dos canais classificados com essa terminologia na plataforma de vídeo YouTube, em uma espécie de cartografia, seguida de análise descritiva, na intenção de verificar as principais permanências e/ou rupturas da linguagem realizada nesses programas. Além disso, o trabalho se propôs a levantar questões e discorrer sobre a presença e o papel de serviços de vídeo sob demanda, que se assemelham ao YouTube, como a produtora e distribuidora Netflix, na produção audiovisual online, apresentando uma pesquisa empírica, também por meio de análise descritiva, a partir do recorte NerdOffice, programa totalmente produzido para a Internet e encontrado na cartografia supracitada como um dos mais visualizados da web
This paper aims to understand the intrinsic characteristics of narratives of audiovisual productions created for and broadcasted through digital media, particularly those made for WebTVs. In order to achieve that, there is an observation on WebTV channels that we found on YouTube, that we present in this work as cartography of channels, following a descriptive analysis that intents to verify what keeps changes and what does not change in these shows’ language. Besides, also is presented some discussion about services such as Netflix and other important services of video on demand online that work with a monthly fee, presented in an empirical research and the paper also introduces an descritive analysis on a WebTV program called “NerdOffice”, that is produced by a website named “Jovem Nerd” and weekly available on YouTube
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Stratfold, Matthew Peter. "Investigation into the design of educational multimedia : video, interactivity and narrative." Thesis, Open University, 1994. http://oro.open.ac.uk/56468/.

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This study critically examines the design of multimedia in education. The study begins by reviewing existing media in education and then uses a series of empirical studies to uncover, and then examine the key issues for the design of educational multimedia. The research involves two studies. The first, a preliminary study, that identifies specific areas of interest for the research. This study looks at the existing use of an interactive video disc program for training in Price Waterhouse. The literature search, combined with the outcomes of the preliminary study, identified the areas for further research as: the use of video, forms of interaction, and the role of narrative. The main study examines these areas using two phases. The first phase analyses three treatments of the same educational text, on linear video, multimedia, and structured multimedia, each treatment maintaining the same content and narrative structure, but differing in presentation and control. The second phases builds on the results of the first with the creation and analysis of an interactive multimedia program that takes advantage of the identified strengths of multimedia, and specifically tackles problems found in the first phase. Qualitative data collection techniques are used in both phases, and form the basis of the findings. The findings are presented as implications for multimedia design, and discuss the use and development of narrative and grammar in multimedia, as well as the importance of carefully designed user interaction and goal definition.
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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.

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Jamerson, Jeffrey L. "Expressive remix therapy| Facilitating narrative mash-ups through the use of digital media art." Thesis, California Institute of Integral Studies, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10183267.

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This dissertation explains and highlights a scholar-artist-practitioner research model that blends existing theories rooted in social constructionist, narrative, and creative arts therapies with cutting edge digital art practices that better serve the needs of transition age youth (TAY) within the foster care system. This dissertation is an accumulation of work that traverses the fields of child welfare, mental health, and digital media learning. Two research questions are answered in this dissertation (a) What does a digital artistic intervention look like? and (b) How can digital media art be used in therapeutic group sessions with TAY?

This dissertation draws on my background in behavioral health with youth, work as a videographer and my experience in the realm of hip-hop culture as a disc jockey (DJ). Throughout this dissertation an emphasis is placed on the idea and application of remixing. DJs use remixing as a technique of expression, taking existing songs and mixing them up (blending, cutting, fading, and scratching) to create something new and powerful in return. This dissertation uses the word remix as a metaphor for therapeutic techniques that play with the idea of narrative transformation.

In particular, I demonstrate how to use iPad applications and a process called digital storytelling (mixing audio and video formats) for the purpose of evoking a client’s personal story construction and story transformation through a remix process. Two underlying themes comprise the framework of this dissertation: (a) the construction of narratives and (b) the remix (or creative transformation) of narratives using various forms of digital media.

The literature review discusses the disciplines of art therapy, expressive arts therapy, narrative therapy, and digital media art and digital art therapy. I also discuss a portion of the foster care system called TAY, and finally I discuss how personal stories and belief systems are subjectively created but more importantly remixed or recreated using the strategies highlighted in this study. The methodology of this dissertation is broken down into three sections: a pilot study, a case study, and a vignette, which display how digital media art is used as a therapeutic intervention.

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Книги з теми "Multimedia Narratives"

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The new digital storytelling: Creating narratives with new media. Santa Barbara, Calif: Praeger, 2011.

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Handbook of digital media production: A practical guide to the development of digital narratives on the web. Deer Park, N.Y: Linus Publications, Inc., 2009.

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American Institute of Graphic Arts, ed. Pause & effect: The art of interactive narrative. Indianapolis, Ind: New Riders, 2003.

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Location aware multimedia stories: A location based view of interactive narrative. Saarbrücken: Lambert Academic Publ., 2011.

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Kleine verhalen: Narrativiteit met multimedia in sociale beroepen. Bussum: Countinho, 2006.

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Drammaturgie multimediali: Media e forme narrative nell'epoca della replicabilità digitale. Milano: UNICOPLI, 2009.

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Feo, Marco. Cinema e fumetto: Verso un nuovo sviluppo narrativo multimediale. Novara: De Falco, 2004.

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Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore: Johns Hopkins University Press, 2001.

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Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge, Mass: MIT Press, 1997.

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Murray, Janet Horowitz. Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge, Mass: MIT Press, 1997.

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Частини книг з теми "Multimedia Narratives"

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Dowling, David O. "Multimedia Narratives." In Immersive Longform Storytelling, 28–47. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429488290-2.

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Choi, Insook. "Interactive Documentary: A Production Model for Nonfiction Multimedia Narratives." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 44–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02315-6_5.

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Astell, Arlene J., Marie Y. Savundranayagam, Elizabeth Kelson, Barbara Purves, and Alison Phinney. "Fostering Resilience in Dementia Through Narratives: Contributions of Multimedia Technologies." In Resilience in Aging, 245–60. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04555-5_13.

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Purves, Barbara, Marie Y. Savundranayagam, Elizabeth Kelson, Arlene Astell, and Alison Phinney. "Fostering Resilience in Dementia Through Narratives: Contributions of Multimedia Technologies." In Resilience in Aging, 231–43. New York, NY: Springer New York, 2010. http://dx.doi.org/10.1007/978-1-4419-0232-0_15.

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Vrettakis, Ektor, Christos Lougiakis, Akrivi Katifori, Vassilis Kourtis, Stamatis Christoforidis, Manos Karvounis, and Yannis Ioanidis. "The Story Maker - An Authoring Tool for Multimedia-Rich Interactive Narratives." In Interactive Storytelling, 349–52. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62516-0_33.

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do Carmo, Ricardo R. M., and Marco A. Casanova. "An Architecture for Dynamic Contextual Personalization of Multimedia Narratives in IoT Environments." In Advances in Intelligent Systems and Computing, 502–21. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52246-9_36.

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Rosenstand, Claus A. Foss. "Managing Narrative Multimedia Production." In Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds, 422–42. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-3698-9_22.

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Mallon, Bride, and Brian Webb. "Evaluating Narrative in Multimedia." In Eurographics, 77–92. Vienna: Springer Vienna, 1997. http://dx.doi.org/10.1007/978-3-7091-6878-3_6.

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Toffano, Giacomo, and Kevin Smets. "Migration Trail: Exploring the Interplay Between Data visualisation, Cartography and Fiction." In Research Methodologies and Ethical Challenges in Digital Migration Studies, 87–112. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81226-3_4.

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Анотація:
AbstractThis chapter focuses on the interplay between data visualisation, fiction and cartography in the context of migration. It revolves around a case study of Migration Trail, a website that attempts to provide an original portrayal of human mobility. First, it explores recent literature on each of the three elements interacting on the site. This is followed by an in-depth investigation of their interplay in the overall experience. The study employs a multi-method approach to the content, combining multimodal analysis, that is further validated with a semi-structured expert interview. The research thoroughly maps Migration Trail’s functions, including the dynamic interplay of its different multimedia elements. Ultimately, the chapter reflects on the question: To what extent can fictional narratives and the multimedia approach in a fictional production like Migration Trail successfully challenge stereotypical portrayals of migrants? The analysis shows that there is potential to go beyond the dichotomous, typical representation of migrants, but that it can also fall into the trap of repeating the “deservingness” trope that is part of common imaginaries of migration into Europe.
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Calbreath-Frasieur, Aaron. "Multimedia Muppets: Narrative in ‘Ancillary’ Franchise Texts." In Storytelling in the Media Convergence Age, 221–37. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137388155_13.

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Тези доповідей конференцій з теми "Multimedia Narratives"

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Carmo, Ricardo Rios M. do, Luiz F. G. Soares, and Marco Antonio Casanova. "Nested Event Model for Multimedia Narratives." In 2013 IEEE International Symposium on Multimedia (ISM). IEEE, 2013. http://dx.doi.org/10.1109/ism.2013.26.

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Adabala, Neeharika, Naren Datha, Joseph Joy, Chinmay Kulkarni, Ajay Manchepalli, Aditya Sankar, and Rebecca Walton. "An interactive multimedia framework for digital heritage narratives." In the international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1873951.1874240.

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Setlur, Vidya, Agathe Battestini, and Xianghua Ding. "Travel scrapbooks: Creating rich visual travel narratives." In 2009 IEEE International Conference on Multimedia and Expo (ICME). IEEE, 2009. http://dx.doi.org/10.1109/icme.2009.5202744.

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Chavez, Mark, and Liu Lin Yi. "Cinematics and Narratives: Development of a Prototype System." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_026.

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Pinto, Hedvan Fernandes, Antonio José Grandson Busson, Carlos de Salles Soares Neto, and Samyr Beliche Vale. "Creating Non-Linear Interactive Narratives with Fábulas Model." In Webmedia '16: 22nd Brazilian Symposium on Multimedia and the Web. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2976796.2988177.

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Kyriakoulakos, Panagiotis, and Modestos Stavrakis. "Producing cultural narratives in Greece: Towards a multi-storytelling approach." In 2014 International Conference on Virtual Systems & Multimedia (VSMM). IEEE, 2014. http://dx.doi.org/10.1109/vsmm.2014.7136650.

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de S. Silva, Thiago A., Glívia A. R. Barbosa, and Ismael S. Santana. "Evaluation of User Experience and Sociability on Platforms of Ephemeral Narratives." In WebMedia '18: Brazilian Symposium on Multimedia and the Web. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3243082.3243084.

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Preston, Jon A., Joshua L. Skelton, William D. Forsyth, and Jeffrey D. Greene. "Generating dynamic narratives with real time interactions utilizing mobile technology." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934140.

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Chomaz, Jean-Marc. "Inventing Narratives of the Anthropocene: Microclimate Machines and Arts & Sciences Installations." In MM '19: The 27th ACM International Conference on Multimedia. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3343031.3355513.

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Bazlamit, Rusaila. "Communicating experiential and spatial qualities of complex political narratives using mixed video-virtual environments." In 2017 23rd International Conference on Virtual System & Multimedia (VSMM). IEEE, 2017. http://dx.doi.org/10.1109/vsmm.2017.8346254.

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Звіти організацій з теми "Multimedia Narratives"

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Yatsymirska, Mariya. MODERN MEDIA TEXT: POLITICAL NARRATIVES, MEANINGS AND SENSES, EMOTIONAL MARKERS. Ivan Franko National University of Lviv, February 2022. http://dx.doi.org/10.30970/vjo.2022.51.11411.

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The article examines modern media texts in the field of political journalism; the role of information narratives and emotional markers in media doctrine is clarified; verbal expression of rational meanings in the articles of famous Ukrainian analysts is shown. Popular theories of emotions in the process of cognition are considered, their relationship with the author’s personality, reader psychology and gonzo journalism is shown. Since the media text, in contrast to the text, is a product of social communication, the main narrative is information with the intention of influencing public opinion. Media text implies the presence of the author as a creator of meanings. In addition, media texts have universal features: word, sound, visuality (stills, photos, videos). They are traditionally divided into radio, TV, newspaper and Internet texts. The concepts of multimedia and hypertext are related to online texts. Web combinations, especially in political journalism, have intensified the interactive branching of nonlinear texts that cannot be published in traditional media. The Internet as a medium has created the conditions for the exchange of ideas in the most emotional way. Hence Gonzo’s interest in journalism, which expresses impressions of certain events in words and epithets, regardless of their stylistic affiliation. There are many such examples on social media in connection with the events surrounding the Wagnerians, the Poroshenko case, Russia’s new aggression against Ukraine, and others. Thus, the study of new features of media text in the context of modern political narratives and emotional markers is important in media research. The article focuses review of etymology, origin and features of using lexemes “cмисл (meaning)” and “сенс (sense)” in linguistic practice of Ukrainians results in the development of meanings and functional stylistic coloring in the usage of these units. Lexemes “cмисл (meaning)” and “сенс (sense)” are used as synonyms, but there are specific fields of meanings where they cannot be interchanged: lexeme “сенс (sense)” should be used when it comes to reasonable grounds for something, lexeme “cмисл (meaning)” should be used when it comes to notion, concept, understanding. Modern political texts are most prominent in genres such as interviews with politicians, political commentaries, analytical articles by media experts and journalists, political reviews, political portraits, political talk shows, and conversations about recent events, accompanied by effective emotional narratives. Etymologically, the concept of “narrative” is associated with the Latin adjective “gnarus” – expert. Speakers, philosophers, and literary critics considered narrative an “example of the human mind.” In modern media texts it is not only “story”, “explanation”, “message techniques”, “chronological reproduction of events”, but first of all the semantic load and what subjective meanings the author voices; it is a process of logical presentation of arguments (narration). The highly professional narrator uses narration as a “method of organizing discourse” around facts and impressions, impresses with his political erudition, extraordinary intelligence and creativity. Some of the above theses are reflected in the following illustrations from the Ukrainian media: “Culture outside politics” – a pro-Russian narrative…” (MP Gabibullayeva); “The next will be Russia – in the post-Soviet space is the Arab Spring…” (journalist Vitaly Portnikov); “In Russia, only the collapse of Ukraine will be perceived as success” (Pavel Klimkin); “Our army is fighting, hiding from the leadership” (Yuri Butusov).
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