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.
Повний текст джерелаCharles, 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.
Повний текст джерелаWeed, 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.
Повний текст джерелаWingstedt, 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.
Повний текст джерелаWingstedt, 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.
Повний текст джерелаMallon, 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.
Повний текст джерелаGuimarães, 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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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
Stratfold, Matthew Peter. "Investigation into the design of educational multimedia : video, interactivity and narrative." Thesis, Open University, 1994. http://oro.open.ac.uk/56468/.
Повний текст джерелаKeen, 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 джерелаJamerson, 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.
Повний текст джерелаThis 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.
Olivier, Ryan. "Musica Speculativa: An Exploration of the Multimedia Concert Experience through Theory and Practice." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/329943.
Повний текст джерелаD.M.A.
Musica Speculativa is a final project in two parts in which I explore, through both theory and practice, the role of metaphors in our understanding of reality with special attention given to the use of visual representation in multimedia concert works that employ electroacoustics. Part I, entitled, "Imaginary Cognition: Interpreting the Topoi of Intermedia Electroacoustic Concert Works," explores how metaphors play a core role in our musical experience and how aural metaphors can be enhanced by and ultimately interact with visual metaphors to create a contrapuntal intermedia experience. Part II, "Musica Speculativa: A Multimedia Concert in Five Movements and Three Intermezzi," for mezzo-soprano, flute, B-flat bass clarinet, violin, cello, piano, a percussionist performing an array of lightning bottles, a dancer with a gesture-sensing wand, and a technologist operating interactive audio and video processing, focuses on the medieval philosophy of Musica Speculativa and how it relates to our current understanding of the world. In part I explore the heightened experience of metaphorical exchange through the utilization of multimedia. The starting point is the expansion of visual enhancement in electroacoustic compositions due to the widespread availability of projection in concert halls and the multimedia expectations created through 21st-century Western culture. With the use of visual representation comes the potential to map musical ideas onto visual signs, creating another level of cognition. The subsequent unfolding of visual signifiers offers a direct visual complement and subsequent interaction to the unfolding of aural themes in electroacoustic compositions. The paper surveys the current research surrounding metaphorical thematic recognition in electroacoustic works whose transformational processes might be unfamiliar, and which in turn create fertile ground for the negotiation of meaning. The interaction of media and the differences created among the various signs within the music and the visual art create a heightened concert experience that is familiar to and in many ways expected by contemporary listeners. Composers such as Jaroslaw Kapuscinski have sought to use multimedia as a means to enhance the concert experience, giving movement to the acousmatic presence in their electroacoustic works. In turn, these works create a concert experience that is more familiar to the 21st-century audience. Through examining Kapuscinski's recent work, Oli's Dream, in light of cognitive research by Zbikowski (1998 & 2002), topic theory by Agawu (1991 & 2009), and multimedia research by Cook (1998), I propose a theory for analyzing contrapuntal meaning in multimedia concert works. The themes explored in Part I, regarding the use of metaphor to interpret both visual and aural stimuli, ultimately creating a metaphor for a reality never fully grasped due to the limits of human understanding, are further explored artistically in the multimedia concert work, Musica Speculativa. The medieval philosophy of Musica Speculativa suggests that music as it is understood today (musica instrumentalis) is the only tangible form of the metaphysical music ruling human interactions (musica humana) and ordering the cosmos (musica mundana). I found the concept of Musica Speculativa to be a fitting metaphor for how music and art allude to our own perception of reality and our place within that world. The project as a whole re-examines the concept of Musica Speculativa in light of our current technological landscape to gain a deeper understanding of how we interact with the world around us.
Temple University--Theses
Olivier, Ryan. "MusicaSpeculativa-PartII-MultimediaConcertWork.pdf." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/330327.
Повний текст джерелаD.M.A.
Musica Speculativa is a final project in two parts in which I explore, through both theory and practice, the role of metaphors in our understanding of reality with special attention given to the use of visual representation in multimedia concert works that employ electroacoustics. Part I, entitled, "Imaginary Cognition: Interpreting the Topoi of Intermedia Electroacoustic Concert Works," explores how metaphors play a core role in our musical experience and how aural metaphors can be enhanced by and ultimately interact with visual metaphors to create a contrapuntal intermedia experience. Part II, "Musica Speculativa: A Multimedia Concert in Five Movements and Three Intermezzi," for mezzo-soprano, flute, B-flat bass clarinet, violin, cello, piano, a percussionist performing an array of lightning bottles, a dancer with a gesture-sensing wand, and a technologist operating interactive audio and video processing, focuses on the medieval philosophy of Musica Speculativa and how it relates to our current understanding of the world. In part I explore the heightened experience of metaphorical exchange through the utilization of multimedia. The starting point is the expansion of visual enhancement in electroacoustic compositions due to the widespread availability of projection in concert halls and the multimedia expectations created through 21st-century Western culture. With the use of visual representation comes the potential to map musical ideas onto visual signs, creating another level of cognition. The subsequent unfolding of visual signifiers offers a direct visual complement and subsequent interaction to the unfolding of aural themes in electroacoustic compositions. The paper surveys the current research surrounding metaphorical thematic recognition in electroacoustic works whose transformational processes might be unfamiliar, and which in turn create fertile ground for the negotiation of meaning. The interaction of media and the differences created among the various signs within the music and the visual art create a heightened concert experience that is familiar to and in many ways expected by contemporary listeners. Composers such as Jaroslaw Kapuscinski have sought to use multimedia as a means to enhance the concert experience, giving movement to the acousmatic presence in their electroacoustic works. In turn, these works create a concert experience that is more familiar to the 21st-century audience. Through examining Kapuscinski's recent work, Oli's Dream, in light of cognitive research by Zbikowski (1998 & 2002), topic theory by Agawu (1991 & 2009), and multimedia research by Cook (1998), I propose a theory for analyzing contrapuntal meaning in multimedia concert works. The themes explored in Part I, regarding the use of metaphor to interpret both visual and aural stimuli, ultimately creating a metaphor for a reality never fully grasped due to the limits of human understanding, are further explored artistically in the multimedia concert work, Musica Speculativa. The medieval philosophy of Musica Speculativa suggests that music as it is understood today (musica instrumentalis) is the only tangible form of the metaphysical music ruling human interactions (musica humana) and ordering the cosmos (musica mundana). I found the concept of Musica Speculativa to be a fitting metaphor for how music and art allude to our own perception of reality and our place within that world. The project as a whole re-examines the concept of Musica Speculativa in light of our current technological landscape to gain a deeper understanding of how we interact with the world around us.
Temple University--Theses
Sparks, David R. "Quest." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1355256.
Повний текст джерелаDepartment of Art
Parrish, Garrett V. "Design of creative narrative and technical systems for an immersive multimedia nighttime spectacular show." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112551.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references.
The goal of this thesis is to explore the design process for the creative and technical components of a nighttime spectacular show. As spectacular shows are a unique art form with unusual narrative structures and conventions and complex technical systems involved in their implementation, they present an intriguing case study for the design process. There exists almost no academic literature on the process used to effectively design and construct large scale entertainment experiences as virtually all of those projects are carried out in the private sector and any innovations required to complete the projects are documented in patents as opposed to academic publications. With a specific narrative goal in mind and distinct derivative works, a twelve minute show narrative was written and designed. Furthermore, the various production elements (set, lighting, audio, music, and control systems) were also designed and constructed to serve as an explicit implementation of the creative narrative. The show consists of three main 'acts', with individual beats and scenes, each of which fulfills a certain set of creative and technical design requirements. The practical producing of this show is exempt from this thesis as the focus is on the creative narrative and technical systems design processes.
by Garrett V. Parrish.
S.B.
Chen, Minchu. "Enhancement of presentation of Chinese narrative poems--using a multimedia model for 'Mulan Shih'." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0004374.
Повний текст джерелаMontalvo, Gallego María Blanca. "La Narración Espacial: una propuesta para el estudio de los lenguajes narrativos en el arte multimedia." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/65152.
Повний текст джерелаMontalvo Gallego, MB. (2004). La Narración Espacial: una propuesta para el estudio de los lenguajes narrativos en el arte multimedia [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/65152
Mallon, David Timothy. "Bringing community to the holodeck : interactive narrative and the massively multiplayer online role-playing game." Thesis, Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/19687.
Повний текст джерелаGarcía, Rubio Juan Salvador. "El sendero mitológico multimedia : diseño de narrativa multimedia, sobre los mitos y leyendas de Chile, para niños del nivel NB2 & NB3." Tesis, Universidad de Chile, 2008. http://www.repositorio.uchile.cl/handle/2250/112962.
Повний текст джерелаNo autorizada por el autor para ser publicada a texto completo
El tema principal de este proyecto, son los mitos y leyendas de la tradición chilena, del cual se deriva la cosmovisión de los pueblos y de la sociedad en su conjunto, y la dialéctica entre la mitología ancestral con la mitología contemporánea de la actualidad. Los temas complementarios correspondientes al soporte son, la tecnología digital (Tecnologías de Información y Comunicación: TIC), expresada en el CD multimedia; y el tema correspondiente al usuario, es la cultura digital de la enseñanza básica, abarcando específicamente el nivel NB2 (3º y 4º año básico), esto implica el estudio de nuestro grupo objetivo y su entorno educativo.
Holmquest, Broc Anthony. "Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363456341.
Повний текст джерелаKoenitz, Hartmut. "Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34791.
Повний текст джерелаMcClain, Amanda Scheiner. "AMERICAN IDEAL: HOW AMERICAN IDOL CONSTRUCTS CELEBRITY, COLLECTIVE IDENTITY, AND AMERICAN DISCOURSES." Diss., Temple University Libraries, 2010. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/86289.
Повний текст джерелаPh.D.
This dissertation is a three-pronged study examining American themes, celebrity, and collective identity associated with the television program American Idol. The study includes discourse analyses of the first seven seasons of the program, of the season seven official American Idol message boards, and of the 2002 and 2008 show press coverage. The American themes included a rags-to-riches narrative, archetypes, and celebrity. The discourse-formed archetypes indicate which archetypes people of varied races may inhabit, who may be sexual, and what kinds of sexuality are permitted. On the show emotional exhibitions, archetypal resonance, and talent create a seemingly authentic celebrity while discourse positioning confirms this celebrity. The show also fostered a complication-free national American collective identity through the show discourse, while the online message boards facilitated the formation of two types of collective identities: a large group of American Idol fans and smaller contestant-affiliated fan groups. Finally, the press coverage study found two overtones present in the 2002 coverage, derision and awe, which were absent in the 2008 coverage. The primary reasons for this absence may be reluctance to criticize an immensely popular show and that the American Idol success was no longer surprising by 2008. By 2008, American Idol was so ingrained within American culture that to deride it was to critique America itself. In sum, the findings were that American Idol presents an ideal version of American culture, where gender, race, and class issues are non-existent, power is shared democratically, the American national identity is fair, generous, familial, and celebrity and success are easily attainable. This idealization of contemporary American culture functions to sustain the current status quo of economic and cultural standards.
Temple University--Theses
Linek, Stephanie. "Geschlechtsspezifisches Design von narrativen Animationen : "Speaker/Gender Effect " und die Schema-Inkongruenz von Information /." Berlin Logos-Verl, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?id=2919293&prov=M&dokv̲ar=1&doke̲xt=htm.
Повний текст джерелаLasagna, Giovanni. "Il racconto ludonarrativo. Analisi del videogioco come medium narrativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25147/.
Повний текст джерелаPaolinelli, Giulia. "Adattare il romance: un viaggio tra narrativa rosa e prodotti audiovisivi contemporanei." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.
Знайти повний текст джерелаRodrigues, Kamila Rios da Hora. "FrAMC-i: Um framework de apoio à produção de conteúdo multimídia complementar interativo." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/293.
Повний текст джерелаFinanciadora de Estudos e Projetos
The television is the medium of information and entertainment most utilized by Brazilians. Despite its great reach, this vehicle, which should be an instrument to promote social inclusion, often causes the opposite effect. The manner some television programs are produced, in particular movies and series, combined with the lack of prior knowledge about certain subjects and contexts, trigger some viewers not to appreciate or enjoy enough of the programming, which may lead to a possible dissatisfaction in the audience. Cultural and educational matters may also accentuate the viewer's discontentment during a television session. New technologies such as the Interactive Digital TV (IDTV) allow the enrichment of television media with additional contents that may provide greater fruition of the narratives. This PhD project benefits from the flexibility and interactivity offered by the IDTV to propose a solution of accessibility based on the offer of additional specific contents, here denominated interactive Additional Multimedia Content (AMC-i). The AMC-i are extra information associated with the television media that may be offered to the main program considering different aspects, such as whether the offer: is synchronous or asynchronous, on demand or compulsory, with or without pausing the original program, by combining one or more media formats, among others. Through case studies, groups of spectators with distinct profiles, in different scenarios and interacting with varying kinds of media, were observed and had their interaction difficulties and experiences evaluated. This thesis proposes and presents the FrAMC-i, a framework consisting of a set of guidelines that support the production of AMC-i and emerged from the experience acquired during the observation of spectators in the studies. In addition to the guidelines, the FrAMC-i also provides tools for the enrichment of the media with AMC-i and a mobile application that enables the interaction with such contents by usage of a second screen. The framework was submitted to assessment by sixteen graduate students in Computer Science in the role of designers. These evaluators used the FrAMC-i artifacts to enrich media, given a provided fictional scenario. The results suggest a positive evaluation considering the utility, adherence to the proposed design solutions and usability of the artifacts supplied by the framework for the different stages of the production of the AMC-i.
A televisão é o meio de informação e entretenimento mais utilizado pelos brasileiros. Apesar do grande alcance, esse veículo, que deveria ser um meio para promover a inclusão social, por diversas vezes causa o efeito oposto. A forma como alguns programas televisivos são elaborados, em particular filmes e seriados, somada à falta de conhecimento prévio sobre determinados assuntos e contextos, fazem com que alguns espectadores não apreciem ou não desfrutem o bastante da programação, o que pode conduzi-los a uma possível insatisfação na audiência. Questões culturais e educacionais também podem acentuar a insatisfação do espectador durante uma sessão televisiva. Novas tecnologias, como a TV Digital Interativa (TVDi), permitem o enriquecimento de mídias televisivas com conteúdos adicionais que podem proporcionar uma melhor fruição das narrativas. Este projeto de doutorado aproveitou as vantagens da flexibilidade e interatividade oferecidas pela TVDi para propor uma solução de acessibilidade baseada na oferta de conteúdos adicionais específicos, aqui denominados de Conteúdo Multimídia Complementar interativo (CMCi). Os CMCis são informações extras associadas às mídias televisivas que podem ser oferecidas ao programa principal considerando diferentes aspectos, tais como, se a oferta será síncrona ou assíncrona, sob demanda ou compulsória, com ou sem pausa da mídia original, combinando um ou mais formatos de mídia complementar, entre outros. Por meio de estudos de caso, grupos de espectadores com diferentes perfis, em diferentes cenários e interagindo com diferentes gêneros de mídias, foram observados e tiveram as suas dificuldades e experiências de interação avaliadas. Esta tese propõe e apresenta o FrAMC-i, um framework composto por um conjunto de diretrizes que apoiam a produção de CMCi e que emergiu da experiência adquirida durante a observação dos espectadores nos estudos. Além das diretrizes, o FrAMC-i também disponibiliza ferramentas para o enriquecimento das mídias com CMCi e um aplicativo móvel que possibilita a interação com tais conteúdos utilizando uma segunda tela. Uma avaliação do framework foi realizada por 16 estudantes de pósgraduação em Ciência da Computação no papel de designers. Esses avaliadores utilizaram os artefatos do FrAMC-i para enriquecer mídias atendendo a um cenário fictício fornecido. Os resultados sugerem uma avaliação positiva considerando a utilidade, adesão às soluções de design propostas e usabilidade dos artefatos disponibilizados pelo framework para as diferentes etapas de produção do CMCi.
Cassany, Viladomat Roger. "Especificitats de la narrativa audiovisual informativa a internet: anàlisi dels vídeos produïts per cibermitjans catalans." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/385358.
Повний текст джерелаThe concern of studying the use online Catalan newspapers do of video is the original seed of this research. And thus, also the differences between internet journalistic audiovisual production and broadcasting traditional television news channels. We analize the taxonomy and the specificities of the videos published by online Catalan newspapers. We also study how this audiovisual production has changed with the passage of time, between 2012 and 2014. All this in a context caused by liquid and undeniable technological progress, the consolidation of the internet as a journalistic platform and shifts on communicational, consumption and journalistic messages production.
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 джерелаSimonsson, Kim, and Elin Kraaijenbrink. ""En bild säger mer än tusen ord" : Hur tre olika skönlitterärt uppbyggda läroböcker utformat bildstöd för årskurs 1." Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96754.
Повний текст джерелаRodríguez, Benavides Sandra. "Análisis de las percepciones de los alumnos en la intervención de la narrativa transmedia en su aprendizaje : un estudio de caso en un curso audiovisual de una universidad privada en la ciudad de Lima." Pontificia Universidad Católica del Perú, 2019. http://hdl.handle.net/20.500.12404/15510.
Повний текст джерелаTesis
Beasse, Muriel. "Conditions d'énonciations et stratégies d'écriture des narrations journalistiques du web : les renouvellements d'un contrat de véridicité." Thesis, Strasbourg, 2020. http://www.theses.fr/2020STRAG025.
Повний текст джерелаThis thesis focuses on seeking to understand the tension between transformations in contemporary journalistic writing and the obligation of truth traditionally associated with this activity. This idealised social mandate speaks to the appeal and to the legitimacy of journalistic practice and has a strong echo in the shifting public spaces where media companies and journalists are experimenting with new ways to inform. The research focuses on multimedia journalistic narratives exploiting the specificities of digital writing (webdocumentary, scrollytelling, long format, etc.). Our hypothesis is that the changes at play in these informative devices are negotiated in the cooperative dimension of the web. This work investigates the emergent practice of webjournalism as acts of writing in which narrative and digital modalities contribute to a reformulation of veridicity as a journalistic contract
Delagrange, Susan Heckman. "Technologies of wonder (re)mediating rhetorical practice /." Columbus, Ohio : Ohio State University, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1132693298.
Повний текст джерелаMagnuson, Markus Amalthea. "The Dig : De grafiska äventyrsspelen som flyktigt medium." Thesis, Stockholms universitet, Filmvetenskapliga institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179044.
Повний текст джерелаKlein, Eve Elizabeth. "The pomegranate cycle : reconfiguring opera through performance, technology & composition." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/51175/1/Eve_Klein_Thesis.pdf.
Повний текст джерелаGrossi, Valerio. "Rilancio di una saga e lancio di una piattaforma. Il caso di The Mandalorian e Disney+." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25151/.
Повний текст джерелаCavazzuti, Simone. "Fenomeni di intertestualità e franchise mediali: analisi dei generi e dei contesti produttivi." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2022. http://amslaurea.unibo.it/25145/.
Повний текст джерелаBava, Saliha. "Transforming Performances: An Intern-Reseacher's Hypertextual Journey in a Postmodern Community." Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/25951.
Повний текст джерелаPh. D.
Minor, Sarah M. "Beasts of the Interior: Visual Essays." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1554390195795843.
Повний текст джерелаNisi, Valentina. "Location aware multimedia narratives." Doctoral thesis, 2008. http://hdl.handle.net/10400.13/1389.
Повний текст джерела"The Effect of Story Narrative in Multimedia Learning." Master's thesis, 2018. http://hdl.handle.net/2286/R.I.51743.
Повний текст джерелаDissertation/Thesis
Masters Thesis Engineering 2018
Hsu, Pei-Jung, and 許珮絨. "A Study on the Narrative Effects of Embedded Multimedia Journalism." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/6j7v44.
Повний текст джерела國立交通大學
客家學院傳播與科技學系碩士班
107
The digital transformation in journalism has almost become a trend, and many news media have tried to introduce innovations in the journalistic format through technology. Therefore, the importance of digital longform articles is getting concerned. This study explores the information processing of audiences in reading multimedia narratives, and compares the effects of embedded multimedia and traditional multimedia format on audiences’ knowledge gain, attitudes, emotional reactions, and narrative transportation. Moreover, individual differences (issue involvement and prior knowledge) are considered to see if they will affect the news information processing. A between-subject 3 (issue: labour/social/culture and art) × 2 (embedded multimedia/traditional multimedia) online was conducted. Although this study did not find any significant differences on knowledge gain and emotional reactions. Significant effects of multimedia narratives on attitude change were found within specific issues. In the case of general lack of prior knowledge on hard news, the study finds that the use of multimedia in news coverage may affect audiences’ comprehension and viewpoint of issues, which also creates effects that traditional narratives cannot achieve. Additionally, the narrative focus differences of different genres of issues may be potential factors affecting audiences’ information processing. Controversial issues and some issues that easily cause stereotypes of news figures or events are suitable for presentation in the form of embedded multimedia.
Coelho, Sónia Múrias Mira. "Educação e imaginário: outras redes de sentido: narrativas ficcionais e linguagens multimedia." Doctoral thesis, 2007. http://hdl.handle.net/1822/6915.
Повний текст джерелаNo presente trabalho de investigação tenta-se compreender de que forma as transformações que ocorrem nos meios de comunicação actuais, interferem no modo como articulamos as narrativas, transmitidas por diferentes média, e de que forma interagem na interpretação e na recriação de novas narrativas, nomeadamente em contextos educativos. A reflexão centrou-se essencialmente na narrativa ficcional como principal expressão do imaginário, abordada no âmbito epistemológico da investigação em Educação, em particular em Tecnologia Educativa, nomeadamente nas teorias do hipertexto, da cibertextualidade e os recentes trabalhos sobre construção partilhada de saber e comunidades virtuais de aprendizagem. A transversalidade da área temática de investigação exigiu uma articulação entre as problemáticas comunicacionais e educativas e a fundamentação filosófica dos conceitos em análise, sobretudo no que concerne ao papel primordial das narrativas ficcionais na organização do mundo. Procurou-se compreender que lugar ocupa a narrativa ficcional na Educação, numa contemporaneidade atravessada por diferentes imagens, discursos e linguagens contraditórias. A pesquisa centrou-se numa metodologia de Estudo de Caso, que pretende ajudar a construir “redes de sentido” numa complexa teia cujos códigos ainda estão em construção.
The aim of this research is to understand how the changes that occur in the media interfere with the way narratives, transmitted by the different means of media, are articulated and also to explain in which way they interact with the interpretation and recreation of new stories, mainly concerning educational contexts. A reflection is focused mainly on the fictional narrative as the dominant expression of the imaginary which is studied in the epistemological approach of educational investigation in Educational Technology in particular, mainly in hypertext and cyber - text theories as well as in essays about building shared knowledge and virtual learning communities. The transversal nature of this research theme demanded an articulation of communicational and educative issues with the philosophical basis of the concepts in analysis, overall concerning the primordial role of the fictional narratives in the world organization. We tried to understand the role of the fictional narrative in Education crossed by a huge variety of contemporary images, discourses and contradictory languages. The research is centered on a Case Study method which aims to help building a “network of meaning” in this complex web in which codes are still in construction.
"Overcoming Stigma Through Design: It’s My Party – A Multimedia Dance Theatre Production." Master's thesis, 2016. http://hdl.handle.net/2286/R.I.38787.
Повний текст джерелаDissertation/Thesis
Masters Thesis Dance 2016
Liu, Rui-Mei, and 劉瑞美. "Research on Integrating Multimedia Resources and Instructional Scaffolding to Enhance Narrative Abilities for Student with Multiple Disabilities." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/56107567952267948285.
Повний текст джерела健行科技大學
資訊管理系碩士班
104
This study adopts an action research methodology, in which we target a fifth-grader with multiple disabilities. Utilizing multimedia resources such as digital storybooks and photos of daily life as a medium for scaffolding teaching methods, this study examines, after 32 periods of class, the ability to comprehend, narrate, and compose a story, with full-time recording to preserve student progress. The results indicate that the case subject has a remarkable success in learning after intervention. A notable capability for comprehending and delineating stories was observed compared to initial evaluation, and while the student may still mistake homophones and homographs or miss words in a sentence, critical plot elements are well described. This research presents suitable evidence that instructional scaffolding combined with multimedia resources is an effective method for educating students with multiple disabilities.
Chen, Mei-Ling, and 陳美玲. "The Effect of Story Grammar Instruction with Computer Multimedia on Oral Narrative Ability of Children with Intellectual Disabilities." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/25554840692806565761.
Повний текст джерела國立臺北教育大學
特殊教育學系碩士班
98
The purpose of the study was to investigate the effect of using story grammar instruction with computer multimedia to improve oral narrative ability of three fourth-grade students with intellectual disabilities. The single-subjects experimental design of multiple across subjects was used to evaluate the effect. The independent variable was story grammar instruction with computer multimedia, and the dependent variable was oral narrative ability, including main characters, setting, initiating events, proceeding events, and the ending. Every subject took three sessions in one week and totally took ten sessions. After the session, the researcher used a laptop recording equipment to collect language samples, then took the transcription and used the oral narrative rating scale to evaluate the effect. Interviewing a resource room teacher collected information about the effect after three subjects accepting instruction. The social validity of the study was based on the information of the resource room. The following were the results of the study: 1.The story grammar instruction with computer multimedia could improve subjects’ whole oral narrative performance immediately, and maintain the effects. 2.The story grammar instruction with computer multimedia could improve subject’s the sub-oral narrative ability immediately, including “main setting”, “initiating events”, “proceeding events”, “the ending”, and maintain the effects. But the study can explain the effect of “ main character” because the three subjects have the ability to state the main character of all or part of stories at baseline stage. 3.The resource room teacher and paraprofessional declare that after the story grammar instruction with computer multimedia, three subjects had more interest in language curricula. One of the subjects could tell a story more clear, the other subject could express routine more fluent, but the last subject did not have a significant improvement.
Muñoz, Rafael Héctor. "Recurso multimedia para la enseñanza y el aprendizaje del tema Narrativas Transmedia para la asignatura Lenguaje Audiovisual del nivel medio." Master's thesis, 2015. http://hdl.handle.net/11086/2692.
Повний текст джерелаPretendemos lograr un trabajo cuyo propósito fuera la incorporación del uso pedagógico de las tecnologías de la información y comunicación (TIC) en el ámbito educativo, promoviendo la producción de nuevos saberes para la enseñanza y aprendizaje, estimulando la reflexión, particularmente de los alumnos de cuarto año del nivel secundario que cursan la materia Lenguaje Audiovisual. Planteando la problemática de las NT con una participación activa de los usuarios/alumnos como parte fundamental en el proceso de construcción y reelaboración de los contenidos. Uno de los principales objetivos de la AMW (APLICACIÓN MULTIMEDIA WEB) es fortalecer y afianzar los contenidos conceptuales de las narrativas transmediáticas correspondientes a una selección para el nivel secundario; pero también esta AMW tiene como objetivo un primer acercamiento a la temática con una herramienta pedagógica que estimule el aprendizaje de forma colaborativa y participativa.
Choiu, Pei-Shan, and 邱佩珊. "Effects of the Scaffolding Instruction Combining with Multimedia on Oral Narrative Abilities of Students with Hearing Disability in Elementary School." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/bau42j.
Повний текст джерела國立臺中教育大學
特殊教育學系碩士在職專班
102
The study was to examine, through 14 week’s experimental teaching, the effectiveness of Multimedia with the Scaffolding Instruction Combining on improving the oral narrative abilities of students with Hearing Disability in Elementary School. The multiple probe design across subjects from the single subject experimental design was chosen as the method of the study. The researcher carried on t Scaffolding Instruction Combining with Multimedia by systematically affecting three different daily life language teachings. The independent variable was the Scaffolding Instruction Combining with Multimedia. The dependent variable was the oral narrative abilities including the mean length of the utterance, the number of total words, the numbers of different words and the total number of the utterances. The findings of the study are summarized as follow: 1. The experimental teaching of the Scaffolding Instruction Combining with Multimedia enhanced the oral narrative abilities of the students with hearing disability in elementary school (1) Be able to effectively raise speaking ability immediately. (2) Be able to effectively promote the mean length of utterance immediately. (3) Be able to effectively promote the number of total words immediately. (4) Be able to effectively promote the number of different words immediately. (5) Be able to effectively promote the total number of utterances immediately. 2. The experimental teaching of Scaffolding Instruction Combining with Multimedia maintained the learning effectiveness of the oral narrative abilities of the students with hearing disability in elementary school (1) Be able to effectively keep the speaking ability. (2) Be able to effectively keep the ability of increasing the the mean length of utterance. (3) Be able to effectively keep the ability of increasing the number of total words. (4) Be able to effectively keep the ability of increasing the number of different words. (5) Be able to effectively keep the ability of increasing the total number of utterances. 3. Effects of Scaffolding Instruction Combining with Multimedia have obvious effect for students with Hearing Disability ,their parents undoubtedly agreed the effects having obvious preservation.The research had a high social validity. The author aslo discussed the research result,and proposed suggestions for students with hwaring disability as reference for future studies.
Song, Wan-Ying, and 宋宛穎. "The Effects of Story Grammar Instruction using Multimedia Picture Books on Oral Narrative Ability of Junior High School Students with Mild Intellectual Disabilities." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/30416526195905112538.
Повний текст джерела國立臺灣師範大學
特殊教育學系在職進修碩士班
101
The purpose of the study was to investigate the effect of using multimedia picture books on story grammar instruction to improve oral narrative ability of three ninth graders with mild intellectual disabilities. The single-subject experimental design of multiple across subjects was used to evaluate the effect. The independent variable was story grammar instruction, and the dependent variables were oral narrative ability, including main character, times, places, initiating events, proceeding events, and outcome. Each participant took three intervention sessions in one week, one story at a time, to a total of ten sessions. After each session, a laptop recording equipment was used to collect the participants’ language samples, the samples were then transcribed and a self-conducted oral narrative rating scale was used to evaluate the effect. The data were analyzed by visual analysis .Interviews with parents and leading teachers were conducted; information was collected and analyzed for social validity. The results were as fallow: 1.The story grammar instruction with multimedia picture books could improve participants’ whole oral narrative ability immediately, and maintain the effects. 2.The story grammar instruction with multimedia picture books could improve subject’s the sub-oral narrative ability immediately, including “main character”, “times”, “places”, “initiating events”, “proceeding events”, “outcome”, and maintain the effects. 3.The self-contained classroom leading teachers and all three parents declared that participants showed increasing interests and motivations on language learning after the intervention. On oral narrative ability, all three participants were claim to show improvement on daily language expression. According to findings, some suggestions were provided for the teachers and future researches.
"Digital City: Visual Communication via Municipal Twitter Feed in the Urban Northeast." Master's thesis, 2019. http://hdl.handle.net/2286/R.I.53910.
Повний текст джерелаDissertation/Thesis
Masters Thesis Technical Communication 2019
David, Ana Teresa Bispo. "Jornalismo transmediático : lógicas transmediáticas nas novas práticas jornalísticas : mais que uma história, uma experiência." Master's thesis, 2018. http://hdl.handle.net/10400.14/25747.
Повний текст джерелаThe present dissertation aims to apply the transmedia concept and logics, that exist in entertainment, to the current journalistic context, by proposing a reflection on the possibility of integrating these practices into the media ecosystem, towards a multimedia, multiplatform and user-centered journalism. Therefore, we conceptualize the transmedia narratives, study the new journalistic practices, identify the field’s tendencies and seek the convergence between the two prisms. Furthermore, we evaluate the audience’s, as well as journalism professional’s, receptivity to this language. The methodology used is of qualitative nature and was accomplished from the analysis of two case studies on transmedia journalism, from a focus group and from four interviews with journalism professional’s. The collected data allowed us to evaluate that a few journalistic media already employ transmediality in the production and distribution of informative content and that this model should be applied to the journalistic genres connected to in-depth research. We also concluded that the potential of these practices near the audience, is high, nevertheless, even though some of the logics are accepted and even employed by the portuguese media, we are still working towards a cross-media narrative.
Dionísio, Mara Sofia Gomes. "Leveraging the transmedia entertainment-education framework to augment tourists` awareness of local values." Doctoral thesis, 2020. http://hdl.handle.net/10362/116444.
Повний текст джерела