Dissertations / Theses on the topic 'Data storytelling'
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Furrier, Sean Alexander, and Sean Alexander Furrier. "Communicating Data: Data-Driven Storytelling." Thesis, The University of Arizona, 2017. http://hdl.handle.net/10150/624989.
Full textWahlbäck, Emmy. "Online Roleplaying : Collaborative storytelling in an MMORPG." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5024.
Full textCancino, Quispe Christopher Manuel, and Cubillas Ruth Silvana Carrasco. "Visualización de datos y data storytelling en la toma de decisiones." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/657587.
Full textMost organizations make daily decisions intuitively, but only the use of data, visualization and data storytelling, ensures them a competitive advantage, since, by understanding the hidden message of the data, it generates added value to the organizations. Therefore, the purpose of the research is to contrast the various positions and assessment of the authors to answer the central question of this study: what are the main positions on the use of data visualization and data storytelling in decision making in organizations? The research method is of the qualitative type that identified the main approaches of different authors. The study shows that decision makers are facing a new industrial revolution: the digital one, and those who do not have the ability to decide in an agile and effective way will perish; that is, no matter how incredible their analysis is or how valuable their information is, it does not generate any change in the stakeholders if they do not manage to understand what they have done. Therefore, data visualization and data storytelling make a big difference in making decisions and action in a timely manner.
Trabajo de Suficiencia Profesional
Hossain, Mahmud Shahriar. "Exploratory Data Analysis using Clusters and Stories." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/28085.
Full textPh. D.
Sanchi, Piero. "Gamification e Storytelling: stato dell’arte e casi di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21580/.
Full textYang, Binbin, and Miltiadis Zisiadis. "Transmedia marketing : strengthening multiplatform user participation through storytelling." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90349.
Full textLaaksolahti, Jarmo. "Plot, Spectacle, and Experience : Contributions to the Design and Evaluation of Interactive Storytelling." Doctoral thesis, Kista : Department of Computer and Systems Sciences, Stockholm University (together with KTH), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-7325.
Full textStenliden, Linnéa. "Visual Storytelling Interacting in School : Learning Conditions in the Social Science Classroom." Doctoral thesis, Linköpings universitet, Lärande, Estetik, Naturvetenskap (LEN), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106885.
Full textSyftet i denna avhandling är, att förstå hur teknik för visual storytelling kan vara utformad och användas i relation till samhällsorienterande undervisning i grundskolan (årskurs 4 – 6), men också hur sociala dimensioner, tekniska och andra faktorer skapar villkor för lärande i ett sådant undervisningssammanhang. I studien introduceras datavisualiseringsteknik för visual storytelling: ‘the Statistics eXplorer platform’, ett geovisual analytics. Den teoretiska referensramen har sin grund i ett social konstruktionistiskt synsätt Ett socio-kulturellt perspektiv används för att analysera social aktivitet, men även aktörnätverks teori används för att analysera både sociala och materiella aktörer. Avhandlingen bygger på tre empiriska material som genereras med hjälp av 16 lärare i samhällsorienterande ämnen, och 126 elever tillhörande fem olika klassrum i tre olika svenska grundskolor. Materialet innehåller: fältanteckningar ifrån introduktion av tekniken, fokusgrupps-intervjuer med lärare, ‘tänka högt’-intervjuer med elever och två sorters videoinspelningar ifrån klassrum (dels med vanlig videokamera och dels med mjukvara som spelar in aktiviteter på datorskärmen och elevernas aktiviteter vid datorn, liksom ljudet). Analysen visar hur lärare, elever, teknik, information, uppgifter, data-typer, etc. tillsammans, i nära samarbete i de studerade klassrummen, skapar mycket komplexa villkor för lärande. De läraktiviteter som uppstår i klassrummen där teknik för visuell analys inkluderas, erbjuder elever support att: hantera stora datamängder, bli delaktiga i olika läraktiviteter och uppnå olika utbildningsmål, men även andra sorters elevrelaterade mål. Därför kan tekniken sägas vara relevant för denna sorts undervisning. Vidare visar analysen hur komplexiteten tillsammans med elevernas uppfattningar av hur kunskap skall visas, skapar påtagliga ‘problem spaces’ i läraktiviteterna. Lärandevillkoren kan därför förstås som en klassrumspraktik som inte fullt ut överensstämmer med den introducerade teknikens erbjudanden för visuell analys. Därför efterfrågas en förändrad syn på didaktisk design och elevers kunskapsformering, vilket blir betydelsefullt för kunskapens kvalitet i förhållande till visuell analys.
Fornander, Linnea. "Impact of Facial Self-Similarity and Gender of a Storytelling Virtual Character." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264971.
Full textDen tekniska utvecklingen möjliggör numera att virtuella agenter kan göras inte bara människolika, utan även lika specifika individer i hur de beter sig och ser ut. Då tidigare studier påvisat att människor ofta föredrar personer som i någon mån liknar dem själva, är det intressant att utforska i vilken utsträckning detta även gäller virtuella karaktärer. Detta arbete hade som mål att undersöka effekterna av visuella likheter mellan människor och virtuella karaktärer, med fokus på ansikten och genus och i en kontext där empati är betydande. En metod för att konstruera virtuella karaktärer som hade visuella likheter med specifika användare utvecklades, och en användarstudie med 13 deltagare genomfördes. I det konstruerade scenariot berättade en karaktär, som hade likheter med användaren antingen gällande ansiktets utseende och/eller genus, självbiografiska historier. Intrycket av karaktären och den emotionella responsen mättes. Resultaten visade att den visuella likheten inte uppfattades explicit. Dock fanns tendenser som pekar på att likheter framför allt när det gäller sociala kategorier som genus, kan ha en positiv påverkan på hur virtuella karaktärer uppfattas. Det gick inte att upptäcka några skillnader mellan betingelserna gällande den emotionella responsen, men resultaten påvisade intressanta avvikelser från de förväntade reaktionerna. Möjligheterna att designa och anpassa virtuella karaktärer till olika individer och situationer ökar, vilket kan utnyttjas för att försöka påverka hur människor förhåller sig till och interagerar med dem. Det är dock svårt att förutsäga hur människor kommer att reagera och relatera till en virtuell karaktär utifrån generella tendenser, vilket denna studie visar. Virtuella karaktärer kan möjliggöra en mer människolik interaktion med teknik, men det innebär också att många parametrar är inblandade och att relationerna med tekniken blir liksom relationerna mellan människor: komplexa.
Tunru, Julian. "All the game world’s a stage: towards a model for asymmetric collaborative storytelling in persistent open world MMORPGs." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-241080.
Full textTrots att det är en mycket lönsam industri, har bara några få MMORPGs lyckats hitta kommersiell framgång under de senaste decennierna. Ett allmänt identifierat problem är deras nästintill uteslutande tillit till social interaktion för att locka till sig och behålla en varaktig spelarbas, och deras misslyckande att uppnå nätvärkseffekten som krävs för att skapa denna dragningskraft. Denna forskning föreslår ett kompletterande tillvägagångssätt som utnyttjar emergent narratives för att minska genrens beroende av social interaktion, specifikt genom att använda persistenta karaktärer för att trovärdigt befolka spelvärlden
Ascari, Margherita. "Urban Data Stories: disegnare servizi per la comunità e il cittadino attraverso i dati e la loro narrazione." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21465/.
Full textMott, Dana. "Developing Participant Investment within Digital Interactive Stories." Honors in the Major Thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/782.
Full textB.S.
Bachelors
Arts and Sciences
Digital Media
Ho, Quan. "Architecture and Applications of a Geovisual Analytics Framework." Doctoral thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91679.
Full textBertocchi, Daniela. "Dos dados aos formatos - Um modelo teórico para o design do sistema narrativo no jornalismo digital." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/27/27152/tde-21092015-122011/.
Full textWe no longer see the digital narrative format as a product of a linear hereditary and closed production in digital journalism. We no longer see the the form of news, their format, what we see in the screens, as a final product. The imbalance that we see here is not in the news itself or in its traditional structure, or even in its social function, but in understand it as an end product, as an effect or a cause, as an outcome, the epilogue or the conclusion of a process. The misfit is in this notion: the end, which implies a beginning. nstead of control and linearity, we propose in this study to observe the storytelling production inside a circular process, a loop that is typical of a post-industrial journalism. Instead of closing static formats, we will notice continuities with adaptive shapes. More lightness and weightlessness rather than rigid and solid narrative structures. In fact, this is a study that embraces both the discomfort and the beauty of the uncertainties that arise from the relationship between forms, contents and screens when we analyse digital storytelling in journalism context. What concern us here shall be create a theoretical apparatus to address this complex condition. In this way, this study opens up a systemic way to think about the design of narratives in digital journalism and thus provide a new insight of this phenomenon. The term storytelling will not, therefore, refer only to what we see on the screens of our technological devices. Here we expand the perspective of classical narrative (the arrangement of the events) and place it as the collective assemblage among the strata of narrative system. Or in other words: in this study, narrative is narrative system. It is worth to emphasize that when we say \" expansion of perspective,\" we mean dilation of vision and no denial nor disagreement with the theoretical constructs and pathways that precede this research .For the construction of the theoretical model, we start from the post-classical narratology, the modern theory of systems and the JDBD model. We observed, in this journey, the arrangement of the narrative system is held collectively by several actors: journalists, engineers, designers, webmasters, business specialists, information architects, users, robots, software, algorithms, among many others. And the journalist operates in some of the strata of the storytelling system, especially in the frontend layers. If familiar with subterranean layers of narrative system, the antenarrative (data and metadata), journalists provide opportunities to better communicate their stories in cyberspace, interfacing formats which cause rich experiences for its audiences. In our understanding, the journalist is potentially a narrative experience designer.
Andersson, Emilia. "Using a Serious Game as an Educational Tool about Obligation to Give Notice : A Game Collaboration with Tidaholm Municipality." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14572.
Full textChambefort, Françoise. "Mimèsis du flux, exploration des potentialités narratives des flux de données." Thesis, Bourgogne Franche-Comté, 2020. http://www.theses.fr/2020UBFCC004.
Full textSometimes called stream art or data art, digital art seizes data streams as its raw materials. Choosing a path of creative research, this thesis explores the story-telling potentialities of data streams. Structured around technical, social, semiotic and aesthetic approaches, its thinking draws on various fields of study : information and communication sciences, but also computer sciences, cognitive sciences, philosophy, sociology and narratology. The work Lucette, Gare de Clichy was especially designed to answer the researched question. The conformation of the work allowed for two different versions of it : a screen version and a performance. It is studied in all its stages, from its creation process to the public's response to it. Jonathan Fletcher Moore's installation, Artificial Killing Machine, is also analyzed. First, our object of research - stories made from a real-time data stream - is defined and the concept of data mills is crafted to refer to this type of work. Then four hypothesis are formulated and individually verified. If data mills are to be able to form a narrative representation, they must free themselves from the logic of action. Thus can fiction become powered by reality. The metaphor that links the data originated in reality and the crafted fiction generates in the viewer a shifting of focus between what is compared and what compares. This switching-metaphor has the power to reinforce the meaning it carries. Data mills are therefore able to convey the contingency of life as experienced by a vulnerable individual, tossed back and forth between objective and subjective time
Herlinger, Emma. "American Dreams: DACA Dreamers, Trump as a Political and Social Event, and the Performative Practice of Storytelling in the Age of Secondary Orality." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1078.
Full textAlex, Stacey Margaret. "Resisting Erasure: Undocumented Latinx Narratives." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1563164119840926.
Full textMaritz, Vanessa. "Strategic use of data visualisation and storytelling in marketing research firms." Thesis, 2013. http://hdl.handle.net/10210/8485.
Full textThe marketing research industry is a highly competitive environment with over one hundred marketing research firms competing for business in the South African market. Literature suggests that one of the biggest challenges the industry faces is poor positioning. Marketing research firms are seen as data suppliers rather than business or strategic thought partners. This is mainly the result of marketing research firms traditionally providing masses of data with no or limited insights, practical use and strategic value (also known as actionability of research results). This state of affairs in the industry needs to be addressed, otherwise marketing research firms will become less profitable and effective data / research information suppliers. To warrant future business and increased revenues, marketing research firms need to position themselves as professionals who can deliver actionable research results that assist clients strategically. Literature suggests various methods in which marketing research firms can achieve this; amongst which data visualisation and storytelling are identified as two such methods to deliver actionable research results which impact clients’ business. Therefore, the primary research objective of this study was to uncover the strategic use of data visualisation and storytelling by marketing research firms in quantitative research reports. To address this objective, this study was conducted in two phases, first literature on the topic was presented, followed by an empirical study. The empirical study independently followed an exploratory and descriptive research design where two samples were used. The main study (qualitative phase) sampled individuals, working for South African marketing research firms, who oversee teams who create quantitative research reports by means of indepth interviews; and the small-scale complementary study (quantitative phase) sampled clients of marketing research firms who receive these quantitative reports by means of an computer-administered, Internet-based survey. The studies were conducted sequentially; the small-scale complementary study followed after the main study had been completed. The Morse and Field approach was used to analyse the empirical research results of the main study which indicated that marketing research firms do not claim to have a traditional approach to quantitative reporting; the focus is not on data supply, but rather on providing actionable research results to clients which adds value to their business decision-making. The results also indicate that marketing research firms use storytelling to deliver actionable research so as to increase the strategic value thereof, while data visualisation is not used strategically. The results of the small-scale complementary study indicated that although 62% of clients feel that current quantitative research reports (received from marketing research firms) can be used to make strategic decisions, clients also feel that quantitative research reports need improvement regarding the delivery of strategic and actionable research reports. The exploration of the current quantitative reporting landscape and the evaluation of whether South African marketing research firms strategically use data visualisation and storytelling, have helped in identifying barriers to adoption of these methods and recommended how these could be overcome; it also identified specific measures to bridge the gap between data supply and strategic (actionable) research. The study found that marketing research firms should continue and strengthen their focus on actionable research as client demand therefor will continue; this can be achieved through a number of ways such as by focusing on understanding the client’s business, demonstrating thought leadership, being future focused, strengthening storytelling capabilities and developing / possibly investing in data visualisation capabilities.
Higgins, Stefan. "Imagining information: the uses of storytelling." Thesis, 2020. http://hdl.handle.net/1828/12555.
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2021-06-20
Sousa, Marta Sofia Dias de. "Visualização de dados climáticos na Web." Master's thesis, 2019. http://hdl.handle.net/10316/88116.
Full textA visualização de informação tem vindo a ganhar gradualmente um lugar de destaque entre a comunidade científica e jornalística. A evolução tecnológica, a par de uma crescente preocupação em divulgar dados, contribuiu para esse processo. O facto de existir uma maior facilidade no acesso aos dados e na sua análise, fez com que rapidamente surgissem várias formas de interpretar e representar a informação visualmente. Desta forma, a análise de dados temporais e geográficos são o ponto de partida para esta dissertação, que se debruça sobre o tema das alterações climáticas. Este é um assunto que apesar de ser atual, ainda não tem sido muito trabalhado pela área da visualização de informação. Na maior parte das visualizações estudadas é apenas representado um tipo de dado, como por exemplo, a evolução das temperaturas ao longo do tempo.O projeto desenvolvido no âmbito desta dissertação tem como objetivo seguir um modelo de storytelling. A plataforma estará organizada em cinco separadores, que irão guiar o utilizador ao longo do projeto. Destes cinco, consideramos os três primeiros como os separadores principais - (i) ‘Responsáveis’, (ii) ‘Alterações’ e (iii) ‘Sugestões’-, pois são estes que contêm as visualizações e sugestões para melhorar o comportamento ecológico. Com esta disposição, pretende-se envolver o público-alvo, que foi definido previamente como sendo os jovens-adultos, numa história que é contada através da visualização de informação.A presente dissertação tem como principal objetivo consciencializar os jovens-adultos para a temática que está a ser abordada – as alterações climáticas, através da representação visual de dados. Pretende ainda evidenciar os potenciais responsáveis e as mudanças que o Planeta tem vindo a sofrer.
Information visualization has gradually gained a prominent place among the scientific and journalistic community. The technological advances along with the growing concern to disseminate data has contributed to this process.The fact that it is easier to access and analyse open source datasets, led to the emergence of several techniques to interpret and represent information in a visual manner. Hence, the analysis of temporal and geographic data is the starting point for this dissertation, which focuses on the theme of climate change. This is a subject that despite being current, has not been much worked in the field of information visualization. Most of the existing visual representations focus only on a single type of data, the evolution of temperatures over time. The project developed under this dissertation aims to follow a storytelling model. The platform will be organized into five tabs that will guide the user through the project. From these five tabs, we consider the first three to be the main ones - (i) 'Responsible', (ii) 'Changes' and (iii) 'Suggestions' - as these contain the views and suggestions for improving ecological behavior. With this arrangement, we intend to involve the target audience, previously defined as young adults, in a story told through visualization of information.The present dissertation has as main objective to make young adults aware of the theme that is being study - climate change, through the visual representation of data. It is also our intent to highlight the potential responsible for these changes and the changes that the Planet has been undergoing.
Lacerda, Alexandra Miguel Pedruco da Conceição de Araújo. "O infográfico informativo no futuro do jornalismo." Master's thesis, 2014. http://hdl.handle.net/10400.14/17060.
Full textThis dissertation aims to document the increasing freedom in visual journalism and the imposition of the Infographic in this panorama. The emergence of social networks and the consequent urgency to share content caused the press to adapt communicative and inaugurate a new era. The infographics are perhaps the main brand -‐ previously considered feature and today firmly seen as gender. It is the online interactive infographic that combines all the potentialities offered by the online media. The comparison between two leading newspapers -‐ Público, awarded the ‘Iberian best-‐designed newspaper’ and the british newspaper The Guardian, winner of the Pulitzer 2014 -‐ aims to confirm the imposition of the infographic as a journalistic narrative.