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Dissertations / Theses on the topic 'Environmental storytelling'

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1

He, Yin. "Immersive Storytelling for Environmental Communication." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158200.

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As one of the earliest attempts to apply immersive technology in environmental communication, this design research project tries to answer the following research question: how do we communicate the connections between food-related behaviors and environmental impacts through immersive storytelling? During the project, an immersive story called "Trik’s' Party" for dome shows and a journey map of an immersive visitor experience are created. These design outcomes and this paper are built on the knowledge of scientific findings, communication methods, content creations, and service design. To support the creation process, new sketching, storyboarding and prototyping methods were developed for dome content creations. The core message of this paper is that effective environmental communication is not just about informing the public about facts and data from scientific studies. It is also about giving individuals and communities the knowledge, tools and spaces to develop a vision of their own future. Immersive storytelling is one of the methods for creating these spaces. It has a large potential to raise public empathy with other people and their future-self when the long-term and abstract impacts of the environmental problems become more visible and comprehensible in an imaginary space.
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2

Liu, Han. "Urbancraft: An urban laboratory for environmental storytelling." Thesis, KTH, Stadsbyggnad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302442.

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Stockholm is experiencing the fast urban expansion with major development projects including housing, transportation and public spaces in and out of the city in which existing blocks are involved at different levels. The project Urbancraft’s proposal to transform Kvarteret Sländan in northern Vasastaden in Stockholm is an an explorative and experimental work that look at a range of different approaches which are inspired from the game world where more interactions happen and people are more engaged in its environment but are of different characters. The aim of the project is to explore and test the approaches from game world and answer the question of how to create a vibrant neighbourhood in a traditional European district, but at the same time an imaginary vision of it: mixed, historic and most importantly interactive and responsive to the local contexts for amenity such as seasonal difference of sunlight and the diversity of needs. The key point of the concept is translating game design methods into urban design and architecture language regarding to physical world and digital game world. The design phase focuses on three units of the traditional blocks: buildings, networks and courtyards which have a significant impact in Vasastaden’s appearance. The shapes of buildings are modified through strictly applied rules for both daylight and direct sunlight, while making these possible to change periodically. Networks as connections into the site break the barriers and create new public and semi-public spaces both at roof level and ground level. As a result, rooftops and courtyards will be redefined and more responsive for different users and needs with the thinking of game world.
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Björklund, Johanna, and Kyle Thorburn. "Miljö som berättar : En karaktärs berättelse genom Environmental Storytelling." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10735.

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This study aims to explore and gain new insight into how one could tell a game-character's story through Environmental Storytelling. By doing this we hope to make game characters feel more real and alive, while at the same time furthering the game’s narrative. Before delving into the creation and examining of our game, we establish that it’s really important let the players come to their own conclusion regarding perceived story, even if they are inaccurate. After having created a game in an attempt to answer our question at issue we let other people play the game. We believe this is important as we, the creators of the game, already know everything there is to know about the character in question. The research uses Actor Network Theory as its methodology, as we believe it can help us understand relationships to why something works or doesn’t work. This research concludes that it’s all the small details that adds up, enriching a character's story.
Den här undersökningen syftar på att utforska och finna nya insikter kring hur man kan berätta en spelkaraktärs story genom Environmental Storytelling. Med detta hoppas vi kunna göra så att spelkaraktärer känns mer levande och äkta, och samtidigt främja spelets narrativ. Innan vi gräver ner oss i skapandet och undersökandet av spelet i vår undersökning, fastställer vi att det är väldigt viktigt att låta spelarna dra sina egna slutsatser kring hur de uppfattar storyn, även ifall de är felaktiga. Efter vi skapade spelet för att försöka besvara vår frågeställning, bjöd vi in folk till att testa vår spel. Vi tror att det är viktigt med andras feedback och erfarenheter då vi som spelskapare redan ränner till allt om karaktärens story. Den här undersökningen använder sig av “Actor Network Theory” som metodologi, vi tror att det kan hjälpa oss se samband och relationer kring varför saker funkar eller inte. Undersökningen drar slutsatsen att det är alla små detaljer som berikar karaktärens story.
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Hamberg, Elin. "Environmental Storytelling : En undersökning om berättande miljöer i spel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22140.

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Denna uppsats undersöker Environmental Storytelling som berättarteknik i spel. Huvudsyftet med uppsatsen är att få kunskap i ämnet för att applicera på ett specifikt spelprojekt, samt att undersöka området genom en användarundersökning. Frågan ställs hur spelare använder environmental storytelling för att skapa sig en uppfattning om spelets story. Teori undersöks för att samla information och rekommendationer om hur man använder environmental storytelling, och denna information används sedan för att skapa en virtuell miljö. Miljön testas av spelare som får spela igenom miljön under observation och sedan delta i en kvalitativ semi-strukturerad intervju, där de frågas om vad de förstår av spelets story, och hur de kom fram till det genom att titta på miljön. Resultaten visar att spelare kunde få en uppfattning och storyn, dra slutsatser och spekulera utifrån det de sett i miljön. Mycket av teorin stöddes också av undersökningen.
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5

Pettersson, Matilda. "Environmental Storytelling inom 3D-miljöer : Narrativa och mekaniska ledtrådar inom Survival Horror." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12935.

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Syftet med detta arbete var att undersöka ”environmental storytelling” och dess betydelse i att bygga ut spelmiljöer. Begreppet och tankarna på ”environmental storytelling” har baserats på Don Carson och Henry Jenkins tankar kring ämnet. Utöver dessa källor användes även områdena kring ”immersion” och ”affordence”. Till undersökningen producerades en artefakt bestående av tre utrenderade 3D-miljöer, som sedan användes i kvalitativa intervjuer. Intervjuerna bestod av frågor kring hur informanterna uppfattade bilderna. Resultatet av intervjuerna visade att de narrativa ledtrådarna fick störst fokus över de mekaniska ledtrådarna. Det visades även att flera av ledtrådarna kunde byta roll, narrativa kunde fungera som mekaniska respektive mekaniska kunde fungera som narrativa. Det framgick att ”environmental storytelling” ger ett ytterligare djup till spelaren från spelmiljöerna. För ett framtida arbete skulle ytterligare fördjupning inom olika miljöer förekomma, med större fokus på hur människor uppfattar berättelser genom tecken och objekt, samt fler infallsvinklar från andra livserfarenheter.
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6

Karlsson, Jesper, and Malm Simon Sääf. "INDEXICAL STORYTELLING : A story without words." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20047.

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The purpose of this study is to investigate how indexical storytelling in a 3D scene could affect the players understanding of narrative and how they navigate the scene. The background of the study presents what indexical storytelling is and goes briefly into color interpretation.To answer how indexical storytelling affects players a 3D scene was made, containing indexical objects which the 10 participants could go through and explore in semi-structured qualitative interviews. This was to see if the participants understood the narrative of the scene and the similarities or dissimilarities between people with experience in different game genres.The result showed a possible tendency in the participants understanding the narrative of the scene. But additional studies and participants are required to be able to come to any larger scale conclusion or generalizations.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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7

Nugent, Ashley Frances. ""Odd Apocalyptic Panics"| Chthonic Storytelling in Margaret Atwood's Maddaddam." Thesis, Florida Atlantic University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10844499.

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I argue that Margaret Atwood’s work in MaddAddam is about survival; it is about moving beyond preconceived, thoughtless ideology of any form with creative kinship. Cooperation and engagement cannot be planned in advance, and must take the form of something more than pre-established ideology. I will discuss MaddAddam in light of Donna Haraway’s recent work in which she argues that multispecies acknowledgement and collaboration are essential if humans are to survive and thrive in the coming centuries. By bringing the two texts into dialogue, one sees that Atwood’s novel constitutes the kind of story deemed necessary by Haraway for making kin in the Chthulucene. Various scenes depicting cooperation and interdependence among humans and other animals offer chthonic models of kinship; these relationships, as opposed to ideological and anthropocentric isolation, will serve as the means of surviving and thriving within an ongoing apocalypse.

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Elmhammar, Julia, and Amanda Berg. "Learning the ropes through environmental and indexical storytelling : Introducing basic mechanics as a part of the world." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21933.

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Abstrakt Diegetiska effekter, icke diegetiska effekter, indexical -och environmental storytelling i relation till tutorials, vad händer när man introducerar spelets mekaniker med hjälp av dessa?  Denna artikel undersöker hur andra spel har använt sig av ovan begrepp för att introducera mekaniker och spelvillkor. Vi kommer diskutera hur environmental -och indexical storytelling tillsammans med diegetiska och icke diegetiska visuella effekter kan påverka spelarens inlevelse och förståelse av de grundliga mekanikerna i ett spelutrymme. Till följd av ett analysarbete av designexempel undersöker vi detta genom en egen gestaltning.
Abstract Diegetic effects, non-diegetic effects, indexical and environmental storytelling in relation to tutorials, what happens when you introduce the game's mechanics with these concepts? This article examines how other games have used these concepts to introduce mechanics and game conditions. We will discuss how environmental and indexical storytelling together with diegetic and non-diegetic effects can affect the player's perception and understanding of the basic mechanics of a game space. As a result of an analysis of design examples, we investigate this through our own design.
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Hellsten, Felicia. "Färgassociationer i environmental storytelling : En undersökning om uppfattningen av färg på 3D-modeller i dataspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13752.

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Denna undersöknings syfte var att undersöka hur en 3D-scens val av färger skulle kunna påverka spelarens uppfattning av scenens environmental storytelling. I undersökningens bakgrund presenteras olika metoder, teorier och tillvägagångssätt för att skapa environmental storytelling, samt forskning kring färgassociationer, färgers kontext och kulturella skillnader gällande tolkning av färger. För att svara på undersökningens frågeställning skapades två olika 3D-scener med narrativ baserade på environmental storytelling genom spår och ledtrådar. Dessa delades upp i tre färgvarianter vardera. En gul, en röd och en blå scen. Sammanlagt sex scenvarianter. Semi-strukturerade kvalitativa intervjuer utfördes sedan med 18 informanter som fick spela en av scenerna vardera. Detta för att ta reda på om informanterna uppfattade dessa scener olika beroende på scenens färgval. Resultatet visade på en eventuell påverkan av uppfattningen genom färger, men ytterligare informanter och data krävs för att kunna få fram några storskaliga slutsatser.
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Karlegrund, Robin, and Fabian Åkesson. "Visuellt berättande i Digitala Spel : Virtuella spelmiljöer och deras berättelser." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12175.

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I kandidatarbetet granskar vi hur berättande i digitala spel kan ske genom enbart visuella medel, varav text är exkluderat. Syftet med denna artikel är att utforska och skapa en förståelse för hur olika berättarverktyg kan inverka på hur spelaren upplever, tolkar och sammansätter ett narrativ baserat på sin omgivning. För att en undersökning skulle kunna ske utformade vi två gestaltningar i form av spelmiljöer där vi använde oss av olika metoder för berättande i varierande grad. Speltester utfördes med hjälp av medietekniska studenter från olika inriktningar vilket resultaten sammanställdes från, och reflekterades kring effekten de utvalda berättarverktygen haft.
In this bachelor thesis we examine how narration in a digital game can be accomplished through visual means exclusively, written text excluded. The purpose of this article is an exploration in understanding of how different tools for narration can affect how the player experience, interpret and compile a narrative based on their surroundings. The analysis was made possible through the formation of two game environments, to which we applied different methods of narration to varying degrees. Game tests were performed with the help of undergraduates in media technology from different fields, where of the results were compiled from and we reflect upon the effect our chosen narrative tools had.
Far Away
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Ford, Loretta. "Creating Empathy for Nature through Illustrative Storytelling." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1620323088875422.

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Hannah, Bethany E. "The Smokey Generation| A Wildland Fire Oral History and Digital Storytelling Project." Thesis, Prescott College, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1589895.

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This contextual essay provides a full description of The Smokey Generation, an applied thesis project designed around creating an interactive website that collects and presents oral histories and digital stories of current and past wildland firefighters, with an initial focus on hotshots (i.e., specific teams of wildland firefighters notable for their high level of training and experience). The framework of the website is intentionally designed to influence the public perception of wildland fire to better support and align with its necessary ecological role. For this project, I analyzed stories collected during 36 interviews of current and past hotshots, using literary analysis techniques to determine the following: What tropes and schemes do hotshots most commonly use when describing fire in the environment and what meanings and values are revealed through those figures of speech? In addition to identifying tropes and schemes used in the collected stories, I compared the meanings and values put forward by those figures of speech with how the firefighters view the role of fire in the environment. My analysis revealed a disconnect, showing casual use of antagonistic figures of speech to describe wildland fires and firefighting actions; this, despite the interviewees’ actual beliefs about the role of fire in the environment, which indicate an understanding and appreciation of wildland fire, particularly the importance of using fire to restore healthy ecosystems, and a desire to be able to better use fire as a land management tool. To conclude, I discuss how I approached framing and presenting those findings on the website in order to develop a richer, more meaningful conversation around wildland fire through the use of digital storytelling and oral history. The project website can be found at: http://thesmokeygeneration.com.

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Becker, Sophia Colette. ""Performance and Resilience: Performance, Storytelling, and Resilience Building in Post-Katrina New Orleans"." Oberlin College Honors Theses / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1472833968.

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Johansson, Alex. "Berätta utan att tala om : En semiotisk analys av environmental storytelling i tv-spelet INSIDE." Thesis, Högskolan Dalarna, Bildproduktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29537.

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INSIDE is a puzzle video game with no voices or text. INSIDE is a story about a boy’s journey into the unknown. During the entire story the player doesn’t hear one word of dialogue or reads a single written word of text. That might sound strange and convoluted but what makes the player understand it anyway? How can you tell a story without telling it? Environmental storytelling is a way to make the environment help tell a story and how does INSIDE make use of that? How does the puzzles fit into the narrative and how can puzzles also tell a story for the player? This is an analysis of what INSIDE is telling us and how it goes around doing that with the help of interactivity and the environment the players character is in. INSIDE makes the player believe they are in control when in fact they aren’t. Analysis shows that INSIDE uses its environmental storytelling and forces the player to move forward towards the resolution and makes the player believe they have the power to change the outcome of the dystopian world the game is set in when they in fact have no power at all.
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Kalderon, John. "Spelaren som detektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13902.

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Environmental storytelling är något som kan verka enkelt men är mycket komplext. Det är något som låter spelaren, likt en detektiv, undersöka ledtrådar och dra slutsatser ifrån dessa. För att förstå detta i grunden krävdes kunskap inom berättande och teori om uppbyggande av narrativ. Detta följdes sedan av kunskap inom mise-en-scéne, environmental storytelling och människors tolkning och deras sammankopplande av de bitar de har framför sig. Det sista var information om hur objekt uppfattas genom inbjudande till handling tillsammans med form. Dessa teorier appliceras sedan på objekt för att skapa ett visuellt berättat narrativ i en spelmiljö. Tillsammans med en kvalitativ intervju som kvantifierades för resultat fick undersökningen resultat. Den visade på att korrekt designade objekt med specifika fysiska tecken var relativt framgångsrika på att förmedla ett specifikt, skrivet narrativ, bildat av fyra separata händelseenheter.
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Monzel, Daniel Robert. "Fabricated Preservation." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98492.

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"Fabricated Preservation" aims to push the boundaries with traditional theses, creating a multi-layered experience that blends fact and fiction through a performance that centers around environmental storytelling in virtual reality. The experience questions the balance of theatrical elements in traditional storytelling which forefront text and human characters over architecture, props, and environment, and critically examines how an environment can play a crucial role in a narrative. The narrative itself focuses on one question: if a genealogy company had access to past environments via time travel, what new information could we learn about our ancestors?  The normal perceptions of a "game" are challenged, introducing real world elements to trick the audience and subtly influence how they navigate a virtual space. A complex fictional character is introduced through the performance and developed through the environment, with the hopes that the audience will gain some emotion toward them: either connecting with the character as if they were a close friend, or feeling unsettled that they observed the character's realistic personal space. This voyeuristic theme weaves its way through each layer of the storytelling, poking at the audience's morals with the hopes that they will question the experience around them.  Above all, the main goal of Fabricated Preservation is to challenge the audience to mentally engage with the virtual experience, by paying attention to the details of their environment and constructing their own version of a narrative from those details.
Master of Fine Arts
Fabricated Preservation examines how an environment can play a crucial role in a narrative. An environmental story was created that centers around a fictional character, influenced by a close friend's life. Virtual reality was used to allow the audience to immerse themselves more within a virtual bedroom environment, using virtual props to convey the personality of the character. A fictional genealogy company called The Fifth Turning was also created to convey that environmental story through a different perspective to the audience. There are two main stories that go hand in hand with this experience: the primary story is the life of a college girl in the 1990s. The secondary story is of the fictional company, the Fifth Turning, which uses time travel technology to access the bedroom environment of the college girl to obtain more personalized genealogy information.
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Autio, T. (Tomi). "“Mind your manners amongst your betters”:a close-up on BioShock Infinite’s environmental storytelling about racism." Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201809152808.

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This study focuses on how the video game BioShock: Infinite uses its environmental storytelling to create a world about racism that reflects the racism in the early 1900s United States. This is achieved by analyzing the in-game collectibles, environments and character interactions the game provides. In addition, the study introduces concepts of racism, its history in video games and the BioShock series itself and why it has earned its reputation as a popular video game series for academic studies. The data was gathered through an extensive playthrough amassing in over 2500 in-game screenshots which are used as examples of the racism in the game. They will be presented, analyzed in its in-game context and then compared to the real-life context that it was inspired by
Tutkimus tutkii, miten videopeli BioShock Infinite käyttää sen ympärillöllistä tarinankerrontaa luomaan rasistisen maailman, joka heijastaa 1900-luvun alun Yhdysvaltojen rasismia. Tämä saavutetaan analysoimalla pelin keräilyesineitä, ympäristöjä ja hahmosten välisiä vuorovaikutuksia. Sen lisäksi tutkimus esittelee rasismin ja sen roolin videopelien historiassa, BioShock sarjan ja miksi se on ansainnut maineen suosittuna tutkimuskohteena. Datan keräämiseksi peli pelattiin laaja-alaisesti läpi, jonka aikana koottiin yli 2500 kuvakaappausta pelistä. Kuvat esittellään ja analysoidaan niiden pelinsisäisessä kontekstissa. Pelissä esiintyvälle rasismille myös etsitään historiallinen konteksti
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Colon, Matthew J. "Controlling the Uncontrollable: A New Approach to Digital Storytelling using Autonomous Virtual Actors and Environmental Manipulation." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/261.

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In most video games today that focus on a single story, scripting languages are used for controlling the artificial intelligence of the virtual actors. While scripting is a great tool for reliably performing a story, it has many disadvantages; mainly, it is limited by only being able to respond to those situations that were explicitly declared, causing unreliable responses to unknown situations, and the believability of the virtual actor is hindered by possible conflicts between scripted actions and appropriate responses as perceived by the viewer. This paper presents a novel method of storytelling by manipulating the environment, whether physically or the agent's perception of it, around the goals and behaviors of the virtual actor in order to advance the story rather than controlling the virtual actor explicitly. The virtual actor in this method is completely autonomous and the environment is manipulated by a story manager so that the virtual actor chooses to satisfy its goals in accordance with the direction of the story. Comparisons are made between scripting, traditional autonomy, Lionhead Studio's Black & White, Mateas and Stern's Façade, and autonomy with environmental manipulation in terms of design, performance, believability, and reusability. It was concluded that molding an environment around a virtual actor with the help of a story manager gives the actor the ability to reliably perform both event-based stories while preserving the believability and reusability of the actor and environment. While autonomous actors have traditionally been used solely for emergent storytelling, this new storytelling method enables them to be used reliably and efficiently to tell event-based stories as well while reaping the benefits of their autonomous nature. In addition, the separation of the virtual actors from the environment and story manager in terms of design promotes a cleaner, reusable architecture that also allows for independent development and improvement. By modeling artificial intelligence design after Herbert Simon's “artifact,” emphasizing the encapsulation of the inner mechanisms of virtual actors, the next era of digital storytelling can be driven by the design and development of reusable storytelling components and the interaction between the virtual actor and its environment.
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Martínez, Vásquez Renato Adrián. "Storytelling Transmedia en la Publicidad Ambiental: Caso Toms." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653288.

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El siguiente ensayo tiene como propósito demostrar la influencia y efecto que puede tener una herramienta de inmersión y participación comunicativa en el consumidor, como el Storytelling Transmedia; con un discurso repetido por parte de diversas marcas, como lo es el eco-amigable. La importancia de demostrar los efectos que puede tener esta estrategia de narrativa en un discurso, que en la actualidad genera desconfianza y falta de credibilidad por parte de un consumidor comprometido y preocupado, es corroborarla como una estrategia y recurso que puede ser adoptado por las marcas para generar un vehículo para transmitir las ideas de marca y ser aceptadas de manera eficiente por el público objetivo. De igual manera, se corroboraría su extrapolación a otros ámbitos publicitarios con la finalidad de tener una conversación verídica y creíble con los usuarios.
The following essay aims to demonstrate the influence and effect that a tool of immersion and communicative participation in the consumer can have, such as the Transmedia Storytelling; with a repeated speech by various brands, as is the eco-friendly trend. The importance of demonstrating the effects that this narrative strategy can have in a discourse, that currently generates distrust and lack of credibility by part of a committed and concerned consumer, is to corroborate it as a strategy and resource that can be adopted by brands to generate a vehicle to transmit brand ideas and be efficiently accepted by the target audience. Similarly, it's extrapolation to other advertising areas would be corroborated in order to have a true and credible conversation with users.
Trabajo de investigación
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Zwaal, Natascha. "Narratives for nature : storytelling as a vehicle for improving the intercultural dialogue on environmental conversation in Cameroon /." Meppel : Krips, 2003. http://www.gbv.de/dms/goettingen/366197150.pdf.

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Cernohous, Steven J. "Clinical education, storytelling and perceptions of experience from athletic training students: An interpretative phenomenology." Scholarly Commons, 2005. https://scholarlycommons.pacific.edu/uop_etds/2452.

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Qualitative research conducted in athletic training in the last two decades has increased but still lacks depth and breadth in pedagogy and education. This is especially evident in the multifaceted clinical education environment where diverse and alternative teaching techniques are necessary. Storytelling is one such teaching technique. It was the purpose of this study to uncover and illustrate the phenomenon of storytelling and its relationship to athletic training students' perceptions of their clinical education experience. Eight athletic training students were selected from a Northern California university undergraduate athletic training education program. The research data consisted of transcriptions from a series of three individual interviews. Athletic training students believed that stories influenced their experience in the clinical education environment in a variety of ways. In the analysis of the research data the following themes emerged: “The Environment and Shaping a Learning Community”, “Connections and Relationships of Shared Experience”, and “Defining and Developing Identity”. The theme “The Environment and Shaping a Learning Community” referred to the ability of shared experience presented in story to affect the clinical education environment through the perpetuation of the hierarchy of experience, the establishment of social norms and maintenance of the language. Respondents explained story's ability to shape the learning community by bringing together students for a collective purpose; through the establishment of relationships, and the sharing of common experience. The theme “Connections and Relationships of Shared Experience” referred to the capacity of story to build connections to learning and knowledge and cultivate human relationships. Respondents expressed that story encouraged learning as a process of self reflection, provided listeners with the opportunity to actively participate and to live vicariously through another's experience and connect didactic knowledge to the practical skills often used in the athletic training room. The theme “Defining and Developing Identity” referred to story's ability to create and reaffirm an athletic training student's personal and professional identity. This study has shown that the pedagogical technique of storytelling impacted athletic training students' clinical education experiences. Additionally, the shared experience improved the learning climate, made learning meaningful and created positive perceptions of student experience. Lastly, the findings from this study offer storytelling as a viable and useful pedagogical technique to the clinical education environment.
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Dionne, Lee Elton. "Situating the cetacean: Science and storytelling in Witi Ihimaera's The whale rider." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/2883.

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23

Bärgård, Jennifer. "Vi-skogens kommunikation om sin verksamhet till intressenter : - Retoriskanalys av bild och text." Thesis, Södertörns högskola, Miljövetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-31926.

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ABSTRACT Vi-Agroforestry communication has been studied to see how they use communication as a tool to attract donors. The aim is to be able to contribute to shed some light on the importance of image and text as a unified communication. Its about acknowledge what the sender (aid organization) sends out to tell potential donors. It examines how the organization communicates the problems they want to solve, which method they want to solve it with and why their organization should be the preferred option before the interest is gone by the recipient. By examine the reliability (ethos), the emotional connection (pathos) and the factual conviction (logos) of the Vi Agroforestry communication it helps to understand the organizations way of communicate with their listeners. The study examined Vi-Agroforestry communication through image and text. The author hopes to contribute to explore what an aid organization, like Vi-Agroforestry, choose to focus on regarding when they get to talk about their organization and their work. The organization has been analyzed based on the rhetorical basics to go on to see which framework they create their communications.
SAMMANFATTNING Vi-skogens kommunikation har studerats för att kunna se på hur de använder sig av kommunikation som verktyg för att locka givare. Förhoppningen är att kunna bidra med att öppna upp betydelsen av bild och text i sitt sammanhang vid kommunikation. Det handlar om vad avsändaren (biståndsorganisationen) skickar ut för att nå ut till potentiella givare. Det undersöks hur organisationen kommunicerar ut de problem som de vill lösa, vilken metod de vill lösa den med och varför just deras organisation ska vara det självklara alternativet innan intresset är borta hos mottagaren. Detta studeras med hjälp av att undersöka den tillförlitlighet (ethos), den känslomässig koppling (pathos) och den saklig övertygelse (logos) i Vi-skogens kommunikation. Studien studerat Vi-skogens kommunikation genom bild och text. Författaren hoppas bidra med att undersöka vad en biståndsorganisation, som Vi-skogen, väljer att belysa och fokusera på när de själva får berätta om sin organisation och sitt arbete. Organisationen har analyserats utifrån de retoriska grunderna för att gå vidare för att se vilket ramverk de skapar sin kommunikation.
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Kim, Lena Adams. "Storytelling towards a new identity: IN IDENTITY SPARKED BY A UNIQUE ENVIRONMENTAL PILOT PARTNERSHIP BETWEEN NEW IMMIGRANTS AND UNITED STATES FEDERAL GOVERNMENT." Diss., Temple University Libraries, 2018. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/536757.

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Educational Psychology
Ph.D.
This qualitative case study is an examination of factors that contributed to identity changes among new immigrants to the United States by examining the stories of participants who initiated the search for a solution, engaged stakeholders including a federal agency, and achieved a uniquely successful outcome through an environmental sustainability pilot program. Through a revelatory case approach, this study expands upon the limited victimization paradigm of environmental justice. The scope of this examination includes research into the history of environmental justice; the concept of environmental identity, and the ways in which people tell and retell stories to make sense of their changing worlds. Using thematic analysis to evaluate the data, three distinct themes emerged: (a) greater salience of the environment in one’s identity; (b) ownership and empowerment regarding the environment, and (c) problem-solving and innovation. Factors that shaped participants’ experiences included the opportunity to give back to a country that has been a safe haven for many of these community members: engaging and demanding that a government agency as a partner execute its legal responsibilities with and for them, and seeing the opportunity that living in America presents to make a positive impact. Recommendations in the final chapter expand upon the discourse related to environmental justice by exploring how themes that emerged from one immigrant community’s success in addressing an environmental problem can enhance environmental justice scholarship.
Temple University--Theses
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Arce, Rodríguez Micaela. "Storytelling en la campaña de responsabilidad “La Ponchila” de San Luis, como estrategia de posicionamiento." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653578.

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El desarrollo de nuevas plataformas y medios de comunicación ha significado un cambio en todo sentido para la publicidad y el marketing. La creación de nuevas maneras de comunicar mensajes o vender un producto, permite a las marcas y empresas expandir la manera de crear campañas y de lograr generar un vínculo con el público. Técnicas como el Storytelling están siendo utilizadas por marcas y el vínculo emocional ha tomado prioridad en la mente de los consumidores. Las marcas deben lograr penetrar en la mente de los consumidores para lograr crear una imagen de marca, así como la fidelidad del público. Con el fin de comprender de qué manera se desarrollan estas técnicas en la mente del consumidor y brindar un enfoque que aporte a futuras empresas o investigaciones; el estudio busca analizar el Storytelling, los elementos que lo conforman y cómo son usados para crear un posicionamiento anhelado por parte de la marca. La metodología de la investigación es de tipo cualitativa ya que consiste en un estudio de caso, el cual busca comprender las percepciones, sentimientos y asociaciones del público objetivo elegido.
The development of new platforms and mass media has considerably changed the meaning of advertising and marketing in every possible aspect. The building of new ways to communicate a message, or sell a product, allows brands and enterprises to expand ways to create campaigns, as well as effectively create a bond with the target. Techniques such as Storytelling are being used by brands; the emotional link has become a priority in the consumer’s minds, and now it’s not enough to describe the tangibility of a product. Brands must invade in consumers’ minds to accomplish a brand picture as well as remaining loyal to its public. For the purpose of understanding how these techniques are developed and to provide an approach that will contribute to future companies or investigations, this study aims to analyze the Storytelling, its elements, and ways to be used in order to achieve the desired brand positioning. The methodology of the following investigation is qualitative because it relies in a case study that seeks to understand the perceptions, emotions and correlations with the chosen target audience.
Trabajo de investigación
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26

Loftis, Randy Lee. "Environmental journalism curriculum as an imperative of democracy: A philosophical exploration." Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc3944/.

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Economic retrenchment, social shifts, and technological changes endanger journalism's democratic role. Journalism education faces parallel threats. I review the state of journalism and education, linking the crisis to society's loss of story, framed philosophically by the Dewey-critical theory split over journalism and power. I explore the potential for renewing journalism and education with Carey's ritual model and Postman's restoration of storytelling. I then summarize existing major academic programs and suggest a new interdisciplinary curriculum for environmental journalism, a specialty well suited to experimental, democracy-centered education. The curriculum uses as pedagogy active and conversational learning and reflection. A graduate introductory course is detailed, followed by additional suggested classes that could form the basis of a graduate certificate program or, with further expansion, a graduate degree concentration.
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Elfström, Elin. "Digital Storytelling as A Method for Public Participation in Planning for Climate Adaptiaion : A Case Study of Future Yetu in Korogocho, Nairobi." Thesis, KTH, Hållbar utveckling, miljövetenskap och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298594.

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Climate change is an ongoing problem, and climate adaptation is high on the agenda. Climate adaptation is a global issue with local impacts, and it benefits from participatory planning. Participatory planning has lots of opportunities, but also some challenges, for example, that it requires time and resources. Getting minority groups involved can also be a challenge. This study aims to investigate the opportunities and challenges with digital storytelling as a method to amplify the voices of the community and create a mutual understanding of climate change and climate adaptation between the citizens, planners, and the county government, using the project Future Yetu as a case study. Interviews were conducted with key persons with different roles in the project, and a survey was sent to the digital storytelling workshop participants. The results show that there are many benefits to using digital storytelling; it can help balance out the inherent power structures in society, it creates greater engagement among the participants, the public can more easily relate and gain an increased understanding of the problems, and it creates a sense of togetherness among the residents. In Future Yetu, it has also led to several implementations, and dialogue with Nairobi City County has been started. Challenges with digital storytelling have also been identified. Access to technology and the ability to use it has proven to be the most common challenge, especially in developing countries. It has also been proved to be challenging to integrate digital storytelling into the regular planning process, mainly due to the personnel required. However, there are opportunities for organizations such as the Hope Raisers Initiative, which already has trained facilitators and the technology needed to offer the process as a service to support the work of the county and the policymakers.
Klimatförändringar är ett pågående problem över hela världen och alla människor påverkas, mer eller mindre. Särskilt utsatta för klimatförändringarnas effekter är människor som bor i informella områden. Kunskapen om både klimatförändringar och klimatanpassning måste öka bland invånarna, samtidigt som marginaliserade grupper får höras och vara med och påverka. Beslutsfattare och planerare behöver veta vilka problem som finns och vilka åtgärder som fungera i det specifika området. Deltagandeplanering blir mer och mer vanligt och används med fördel inom klimatanpassning. Klimatförändringarna är ett globalt problem, men effekterna sker lokalt och behöver åtgärdas utifrån den lokala kontextens förutsättningar. Ett problem när det gäller deltagandeplanering har varit att nå marginaliserade grupper, men deltagande metoder som används rätt kan ge dem möjlighet och förmåga att delta i planering och informera dem om vilka åtgärder de själva kan implementera tillsammans, för klimatanpassning och förändra samhället i rätt riktning.  Syftet med den här studien är att undersöka möjligheterna och utmaningarna med digital storytelling som metod för att förstärka samhällets röster och skapa en ömsesidig förståelse för klimatförändringar och klimatanpassning mellan medborgare, planerare och beslutsfattare. Projektet Future Yetu i Korogocho, Nairobi som genomförts av Hope Raisers Initiative används som en fallstudie. Syftet är också att skapa en guide för digital storytelling som ett verktyg för planering av klimatanpassning som kan användas i andra delar av Nairobi eller andra städer och länder.  Intervjuer och en enkätundersökning har genomförts med olika personer som varit delaktiga i projektet Future Yetu. Resultaten visar att det finns många fördelar med att använda digital storytelling, bland annat kan det hjälpa till att balansera ut de inneboende maktstrukturerna i samhället, då alla använder samma språk för att kommunicera inom digital storytelling. Andra fördelar är att det skapar större engagemang bland deltagarna, allmänheten kan lättare relatera och få en ökad förståelse för problemen och det skapar en känsla av gemenskap bland invånarna. I projektet Future Yetu har det även lett till en rad implementeringar och att en dialog med Nairobi City County har påbörjats. Det finns även en del utmaningar med digital storytelling. Tekniken är det som har visat sig vara den vanligaste utmaningen, både tillgång till den och förmågan att använda den, speciellt i utvecklingsländer. Det har även visat sig svårt att integrera digital storytelling i den vanliga planeringsprocessen, främst på grund av personalåtgången. Dock finns det möjligheter för organisationer som till exempel Hope Raisers Initiativ, som redan har utbildad personal och tekniken som krävs att erbjuda processen som en service för att stötta beslutsfattarnas arbete.
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28

Rynningsjö, Simon, and Tim Wahlström. "Visuellt berättande i spelmiljöer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2387.

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Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö. Abstract In this thesis examines how to drive a narrative in digital games using only the game environment. The purpose is to gain an understanding of what environmental storytelling is capable of as an independent form of narrative and what the authors can do to achieve this goal. To study the problem area, a game production was conducted in which methods developed during the study was applied. The production was tested by other students in media technology and the results that came up were compiled with reflections on what was achieved and the applied methods. The study describes the work process, methods and shows how these can be used to drive a narrative with a game environment.
Detta är en reflektionsdel till en digital medieproduktion.
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29

Matthews, Kellianne Houston. "Making Old Stories New in the Anthropocene: Reading, Creating, and the Cosmological Imagination in Darren Aronofsky's Noah." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6861.

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This thesis examines Darren Aronofsky's 2014 film Noah as a pattern for metafictionalizing narratives into thinking stories as we confront the uncertainty and challenges of the Anthropocene. While Ecocriticism has sought for the development and promotion of nature writing and environmentally oriented poetry and fiction- "new stories" that will shape a stronger environmental ethic"”it has placed too much responsibility for the environmental imagination on what we read rather than on the more important question of how we read. My argument addresses the readerly responsibilities that, if met, have the power to transform old stories and old habits of mind into environmentally relevant attitudes and behaviors. The search for new stories, in other words, although important, has tended to understate the responsibility of the reader to make stories new and to read them as cosmologies that pertain to our contemporary situation. What is needed are new ways to read and engage with stories, new reading methods to metaphorize narratives themselves, making them metafictional even when they are not. Now, in an age of climate change and environmental degradation, it is time for us to think about stories in relation to our role as protagonists in the story of the earth, imagining new possibilities and actively accepting our role of writing our story anew. I hope to demonstrate that this type of aggressive reading of even popular culture (often regarded as mainstream, or "œthoughtless" stories) can mine the necessary insights to reexamine humanity's relationship with the earth and its inhabitants.
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30

Lorenc, Jan. "Environment for storytelling : an expansion of Wren's nest utilizing universal design." Thesis, Georgia Institute of Technology, 1994. http://hdl.handle.net/1853/22406.

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31

Shin, Elizabeth. "Constructivist learning environments in digital storytelling workshops| An interview with Joseph Lambert." Thesis, Pepperdine University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10100913.

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Storytelling is an effective means of imparting knowledge, beliefs, and traditions. In its multimedia form, digital storytelling has been made popular by the digital storytelling movement led by the Center for Digital Storytelling established in 1998. While digital storytelling has existed for a few decades, its use in education has been researched relatively recently over the past fifteen years (Holtzblatt & Tschakert, 2011). As a result, it is important that continued research is done in order to understand how students are learning through digital storytelling. The constructivist environments created through digital storytelling classes and workshops need to be researched in order to gain a deeper understanding of students’ learning processes and to ascertain how to continue to create effective learning environments for them. In this study, the researcher endeavored to determine how the use of digital storytelling exercises is providing quality, learning experiences for students by examining the process of creating digital stories through the lens of social learning theory. This was done by analyzing data from an in-person interview conducted with the founder of the Center for Digital Storytelling, Joseph Lambert, the examination of another published interview from Lambert’s (2013) book, Digital Storytelling: Capturing Lives, Creating Community , as well as other publications. Utilizing Honebein’s (1996) seven pedagogical goals of constructivist learning environments to design the categories of coded data, the researcher created a set of guidelines that served as a framework of assessing to what extent digital storytelling workshops created constructivist learning environments. By analyzing the themes that emerged from the data, the researcher concluded that Lambert’s digital storytelling work at the Center for Digital Storytelling, reflected all seven essential characteristics of constructivist learning environments in a significant manner, thereby indicating that the workshops at CDS were indeed constructivist environments.

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Graff, Lukas. "How narrative techniques affect players' engagement in action RPG Dark Souls II." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355846.

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The purpose of the study was to get a better understanding of how players’ engagement is affected by the narrative techniques which are used in the game Dark Souls II. The four most prominent narrative techniques that were analyzed in Dark souls II were cutscenes, item descriptions, NPC’s and environmental storytelling. Qualitative and Quantitative data was collected in a questionnaire that was posted on the forum/ “subreddit” Dark souls II. The answers from 100 questionnaires were analyzed using content analysis methodology. It could be concluded in this thesis that narrative techniques that interfere with the players sense of freedom will reduce their engagement within the game. An example in Dark souls II is when the player is forced to summon NPC’s to boss fights in order to progress in the NPC’s storyline. This also works the other way around: i.e. the player experiences increased engagement if the narrative techniques allow the player to decide over their own actions. An example in Dark Souls II is when the player is given the opportunity to kill friendly NPC’s.
Syftet med denna studie var att få en bättre förståelse för hur spelarens engagemang påverkas av de narrativa tekniker som används i spelet Dark Souls II. De fyra mest framstående narrativa tekniker som identifierades i Dark Souls II var Cutscenes, föremålsbeskrivningar, NPC’s och miljöberättande. Kvalitativ och kvantitativa data samlades genom en enkät som lades upp på Dark Souls II forum/ ”subreddit”. Svaren från 100 deltagare tolkades med koder samt kategorier genom metodologin innehållsanalys. I denna studie kunde det konstateras att narrativa tekniker som negativt påverkar spelarens frihet, kommer reducera deras engagemang i spelet. Detta noterades bland annat när spelare var tvungna att kalla på NPC’s till bossfighter för att kunna fortsätta denna NPC’s uppdrag. Det angavs även att detta fungerade åt andra hållet, när spelarens förmåga att kunna ta egna beslut tilläts så ökade även spelarens engagemang i spelet. Detta noterades i spelmekaniken att spelaren bland annat tilläts döda fredliga NPC’s.
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33

Peters-deCourval, Lisel. "Dead Without Water: Personal Storytelling Of Place As An Education Tool For Interdependent Survival Of Our Earth Home." ScholarWorks @ UVM, 2019. https://scholarworks.uvm.edu/graddis/1070.

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ABSTRACT Do you have stories of meaningful places in your life? Are there examples of stories of place(s) you have heard have been powerful influences for you? Why? How have these places been impacted by climate change, and how will they be impacted by climate change? Our shared environment is at a critical juncture. The physical survival of this planet and our collective wellbeing is increasingly dependent on challenging our ways and bettering educating ourselves and others to respect and acknowledge the interconnection we have with the planet home that gives us life. In this research, I examine the power of personal stories which focus on relationship to place in order to connect us to each other and to the places we inhabit as a powerful tool to forge practices that are benevolent towards the Earth. Sharing personal stories of our meaningful place-based settings has the power to expand universal understanding of the link between our behavior towards the Earth and the wellbeing of these places, which is crucial for the health of all species, including human survival. Stories are perhaps one of the most efficient methods in highlighting interdependency between humans and the environment to foster an ethic of a care for the planet and future generations. This thesis draws from storytelling as action in indigenous cultures and their effectiveness in Earth justice movement building today specifically in the United States. I examine the Gwich’in Steering Committee as one vital model that uses storytelling as their primary tool for not only Earth and human rights justice, but importantly, their survival. Additionally I will reference storytelling used as a method of education and action used by the Water Protectors of Standing Rock and L’eau Est La Vie camp. These indigenous organizations are by no means the only indigenous models that use personal, place-based storytelling for movement building, but serve as the research focus for this thesis. The literature review will reflect upon the Gwich’in Steering Committee’s use of story throughout their movement; their own sustainable, cultural and spiritual way of life, to protect The Sacred Place Where Life Begins, their water and food sovereignty in the face of oil drilling proposals and climate change. Through Scholarly Personal Narrative methodology, this deep dive account unearths my own depictions of my place-based stories which have taught me that the Earth deserves our compassion, our empathy, and our urgent attention and to craft a sustainable planet. This thesis will draw from on my personal lived experiences in my local and global settings, my own stories of connecting to the places sources of cultivating care and wellbeing for the planet. This project explores my narrative journey through my childhood in Vermont, my family homes across Maine, my four undergraduate years in Connecticut, my studies in Chile, and return to Vermont. My hope is that the indigenous model of the Gwich’in Steering Committee, paired with my personal and reflective account of place-based stories can prompt educational leaders to reflect and utilize personal storytelling as one educational tool that assists with building empathetic and active healing for the wellbeing of our shared planet.
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Ladeira, Ilda. "Story experience in a virtual San storytelling environment : a cultural heritage application for children and young adults." Master's thesis, University of Cape Town, 2005. http://hdl.handle.net/11427/8735.

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Includes bibliographical references (leaves 166-170).
This dissertation explores virtual storytelling for conveying cultural stories effectively. We set out to investigate: (1) the strengths and/or weaknesses of VR as a storytelling medium; (2) the use of a culturally familiar introductory VB to preface a VB presenting traditional storytelling; (3) the relationship between presence and story experience. We conducted two studies to pursue these aims. Our aims were stated in terms of effective story experience, in the realm of cultural heritage. This was conceptualised as a story experience where story comprehension, interest in the story's cultural context and story enjoyment were achieved, and where boredom and confusion in the story were low. This conceptualisation was empirically validated by our studies. Three storytelling scenarios were created to tell a traditional San story: text (T); a storytelling VB with no introductory VB (VR+NI); a storytelling VB with a hip-hop themed introductory VB (VR+I). These scenarios comprised our experimental conditions. Questionnaires, measuring interest in hip-hop and the story experience aspects identified above, were developed and psychometrically validated. Study 1 was conducted with a sample of 44 high-schoolleamers and Study 2 with 98 university students. Both studies used a between-subjects design. Study 2 was a refined version of Study 1, improving Study 1's questionnaires for use in Study 2 and considering two additional variables: attention to the story and perceived strangeness of the story. For our first aim, story experience in the text and VR storytelling scenarios were compared. In Study 1 and 2, comprehension was significantly higher in the T condition than in the two VR conditions combined and attention was higher in Study 2's T condition. Therefore, we conclude that text is better for achieving story comprehension. In Study 1, interest and enjoyment were significantly higher in the VR condition, while boredom was higher in the T condition. But, no significant differences between text and VR were noted for these variables in Study 2. Comparisons of the T and VR conditions across Study 1 and 2 showed a particularly poor story experience in Study 1's T group; we speculate that this was due to differences in Study 1 and 2's samples and procedures. Barring this, there were no interest, enjoyment or boredom differences between T and VR across Study 1 and 2. Thus, we conclude, conservatively, that text and VR are equally good in terms of interest enjoyment and boredom. Confusion was higher in Study 1's T condition, but this result was counter-intuitive since this condition had also shown higher comprehension. In contrast, Study 2's VR condition showed significantly higher confusion and lower strangeness. We conclude that Study 1's participants had reported strangeness rather than confusion and, while virtual storytelling resulted in more confusion, it also resulted in less perceived strangeness of the story. Presence and story experience in the VR+NI and VR+I storytelling scenarios were compared for our second aim. The introductory VB only had an effect for participants who showed a pre-existing interest in hip-hop. In Study 1's VR+I condition, hip-hop interest was a significant predictor of enjoyment. In Study 2's VR+I condition, those who identified hip-hop as a favourite music genre showed significantly higher presence than those who identified other genres as a favourite. This suggests that strongly themed introductory VB's do not benefit virtual storytelling, and that content familiarity and preference interact with VB content to influence virtual experiences. Regarding our third aim; we did not find strong evidence of a relationship between presence and story experience since presence only correlated significantly with interest in Study 1.
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Davies, Myfanwy Mair. "Narrating Arab Muslim women's identities in London : storytelling and the cultural dimensions of the maternity information environment." Thesis, Middlesex University, 2005. http://eprints.mdx.ac.uk/10177/.

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This thesis describes patterns of cross-cultural communication between Arab Muslim women from Iraq, Morocco and Yemen and London-based GPs, midwives and obstetricians within information-giving encounters in maternity services. It aims to provide a foundation of cultural knowledge on both sets of participants that maternity health professionals may use to inform communication with women from diverse Arab Muslim groups. A narrative approach to identity is taken in order to explore how both groups of participants position themselves in accounts that were structured around motherhood and the uses of information and oral knowledge on the progress to motherhood. In order to explore the meanings that the physical experiences of pregnancy, birth and motherhood have for women and health professionals, a modified phenomenological approach is taken according to which physical experience is understood to be continually framed by language and by cultural interpretations. Practices of information-giving are explored as these relate to liberal discourses of justice and to the production of a subject to whom rights attach in the public realm. Processes of the legitimisation of knowledge as information are considered as these may be perceived to function to exert power on women's bodies and selves through apparently neutral forms of communication provided by health professionals. Across Arab Muslim participant groups, perceptions of embodiment, agency and of the uses of maternity information and storytelling diverged along axes of class, nation and locality. Communication with health professionals among each of these groups rested on the manner in which the maternal body was imagined to symbolise belonging to places of origin and on the manner in which experiences of birth in London were used to imagine cultural difference. Findings for health professionals suggested that conflicts in identity . . arising from the status of the maternal body and of individual agency served to delimit communication with Arab Muslim women and with non-white women in general. Recommendations for health professionals are included in the final chapter
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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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37

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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Sidhu, Koskela Rozina. "Designing Interactive Learning Environments For Children, The Implications Of Using Storytelling & Play forms Such As Treasure Hunts In Museums." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21806.

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There are a many examples of museums trying to create a playful environment for children, using Ubiquitous computing, Virtual Games and Physical Computing. However, are these cultural spaces creating a learning environment, which fosters Play?The first part of my thesis concentrates on the theoretical groundings of Play, Storytelling and Learning and examples of how technology supports the creation of a tangible interactive environment. I then interpret these findings and look at how they can be incorporated in creating a fun learning experience, incorporating cultural artefacts.The second half of the thesis shows empirical research in the area and the final design concept. The design process is formulated around a Participatory Design approach, and the final concept derived using a video scenario.
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Llobera, Joan. "Stories within Immersive Virtual Environments." Doctoral thesis, Universitat de Barcelona, 2012. http://hdl.handle.net/10803/665468.

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How can we use immersive and interactive technologies to portray stories? How can we take advantage of the fact that within immersive virtual environments people tend to respond realistically to virtual situations and events to develop narrative content? Stories in such a media would allow the participant to contribute to the story and interact with the virtual characters while the narrative plot would not change, or change only up to how it was decided a priori. Participants in such a narrative would be able to freely interact within the virtual environments and yet still be aware of the main trust of the stories presented. How can we preserve the ‘respond as if it is real’ phenomenon induced by these technologies, but also develop an unfolding plot in this environment? In other words, can we develop a story, conserving the structure, its psychological and cultural richness and the emotional and cognitive involvement it supposes, in an interactive and immersive audiovisual space? In recent years Virtual Reality therapy has shown that an Immersive Virtual Environment (IVE) with a predetermined plot can be experienced as an interactive narrative. For example, in the context of Post Traumatic Stress Disorder treatment, the reactions of the participants and the therapeutic impact suggest that an IVE is a qualitatively different experience than classical audiovisual content. However, the methods to develop such kind of content are not systematic, and the consistency of the experience is only granted by a therapist or operator controlling in real time the unfolding narrative. Can a story with a strong classical plot be rendered in an automated and interactive immersive virtual environment? The thesis developed through this document is that it is possible. Specifically the thesis is that this can be achieved through two principles of interaction that we call ‘ATP’ and ‘Substitution’. ATP stands for ‘Advance The Plot’, and it is an underlying goal of the system to always find the best action possible in any given context that will advance the state of the story being expressed. The second principle, Substitution, states that the human participant in an immersive interactive story can assume the role of any character or, what is equivalent, that if he does not do what the system expects him to do, a virtual character will do it instead. To implement such principles, a story cognitive model named Trama is proposed. The purpose of such a story model is to give artificial agents a guide to decide what to do in an interactive situation in such a way that the human participant has the impression of interacting within one or more narrative plots. To validate such method, three experiments address the main assumptions of the approach.The first one is concerned with whether people interact with virtual characters in a similar way they do with real people, analysing this in a particular aspect of interpersonal communication, namely interpersonal distances. The second assesses whether people identify with their virtual bodies, which is one of the basic assumptions underlying the principles of interaction proposed. The third experiment shows that the story model allows to implement stories in such a way that people can interact within an immersive virtual environment while conserving the impression there is a narrative plot, and that they have assumed a particular role in it. In addition to the experiments, we explore whether the formalism developed within the Trama model captures some aspects of the important role that stories have in cognitive development.
Podem emprar la realitat virtual immersiva per contar històries? Com podem aprofitar el fet que dins dels entorns virtuals immersius les persones tendeixen a respondre de manera realista a les situacions i esdeveniments virtuals per desenvolupar històries? Els participants en aquest tipus de narrativa podrien interactuar lliurement amb els entorns virtuals i no obstant això experimentarien les històries presentades com a plausibles i consistents. Una història en aquest medi audiovisual permetria als participants interactuar amb els personatges virtuals i contribuir activament als esdeveniments escenificats en l’entorn virtual. Malgrat això, la trama establerta a priori no canviaria, o canviaria només dins els marges establerts per l’autor. Com podem preservar el fet que hom tendeix a "respondre com si fos real" induït per aquestes tecnologies mentre desenvolupem una trama en aquests entorns? En altres paraules, podem desenvolupar una història conservant-ne l’estructura, la riquesa cultural i psicològica i la implicació emocional i cognitiva que suposa, en una realitat virtual immersiva i interactiva? Recentment la teràpia de realitat virtual ha mostrat que un entorn virtual amb un guió preestablert pot ser percebut com una narració interactiva. Per exemple, en el context del tractament de Trastorns per Estrès Postraumàtic, les reaccions i impactes terapèutics suggereixen que provoca una sensació de realitat que en fa una experiència qualitativament diferent als continguts audiovisuals clàssics. No obstant això, la consistència de l’experiència tan sols pot ser garantida si un terapeuta o operador controla en temps real el flux dels esdeveniments constituint el guió narratiu. Podem representar un guió clàssic en un entorn virtual automatitzat? La tesi principal d’aquest treball és que és possible. En concret, la tesi és que això es pot aconseguir a través de dos principis d’interacció que anomenem ‘ATP’ i ‘Substitució’. ATP significa ‘avançar en la trama’ (Advance The Plot ), i és un objectiu inherent en el sistema per trobar, en qualsevol context, la millor acció possible que farà avançar la història contada. El segon principi, Substitució, formalitza el fet que el participant humà en una trama interactiva pot assumir el paper de qualsevol personatge o, el que és equivalent, que si no fa el que el sistema espera que faci, un personatge virtual ho farà en el seu lloc. Per posar en pràctica aquests principis, he introduït un model cognitiu d’història anomenat Trama. La funció d’aquest model és donar als agents artificials una guia per decidir què fer en una situació interactiva, de manera que el participant humà té la impressió d’interactuar dins d’un o més guions narratius. Introdueixo 3 experiments per abordar els principals supòsits d’aquest mètode. El primer avalua si les persones interactuen amb personatges virtuals de manera similar que fan amb persones reals en un aspecte particular de la comunicació interpersonal: les distàncies interpersonals. El segon estudia fins a quin punt hom s’identifica amb el seu cos virtual, un dels supòsits bàsics subjacents als principis d’interacció proposats. El tercer experiment mostra que el model Trama permet implementar les històries de tal manera que les persones poden interactuar en un entorn virtual immersiu tot conservant la impressió que participen en un guió narratiu subjacent on hi assumeixen un rol concret. També exploro si el formalisme desenvolupat reflecteix o prediu algunes de les moltes funcions que les històries tenen en el desenvolupament cognitiu.
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40

McVeigh, Kathryn Margaret. "Mosaic narrative a poetics of cinematic new media narrative." University of Southern Queensland, Faculty of Arts, 2008. http://eprints.usq.edu.au/archive/00006235/.

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This thesis proposes the Poetics of Mosaic Narrative as a tool for theorising the creation and telling of cinematic stories in a digital environment. As such the Poetics of Mosaic Narrative is designed to assist creators of new media narrative to design dramatically compelling screen based stories by drawing from established theories of cinema and emerging theories of new media. In doing so it validates the crucial element of cinematic storytelling in the digital medium, which due to its fragmentary, variable and re-combinatory nature, affords the opportunity for audience interaction. The Poetics of Mosaic Narrative re-asserts the dramatic and cinematic nature of narrative in new media by drawing upon the dramatic theory of Aristotle’s Poetics, the cinematic theories of the 1920s Russian Film Theorists and contemporary Neo-Formalists, the narrative theories of the 1960s French Structuralists, and the scriptwriting theories of contemporary cinema. In particular it focuses on the theory and practice of the prominent new media theorist, Lev Manovich, as a means of investigating and creating a practical poetics. The key element of the Poetics of Mosaic Narrative is the expansion of the previously forgotten and undeveloped Russian Formalist concept of cinematurgy which is vital to the successful development of new media storytelling theory and practice. This concept, as originally proposed but not elaborated by Kazansky, encompasses the notion of the creation of cinematic new media narrative as a mosaic – integrally driven by the narrative systems of plot, as well as the cinematic systems of visual style created by the techniques of cinema- montage, cinematography and mise-en-scene.
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41

Zhang, Cheng. "The Moon Experience: Designing Participatory Immersive Environments for Experiential Learning." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366363049.

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42

Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game's expectations to assume a limited sense of agency within the world. The interaction between role-players and the locations they occupy within these worlds is a notable marker of this narrative layering; specific locations inform social codes of conduct, designed by developers, and then repurposed by players for their characters and stories. Through a qualitative case study in World of Warcraft on public role-playing events, this thesis considers how the design of in-game locations inform their use for role-playing, and how locations are altered through storytelling as a result.
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43

Usbeck, Frank. ""Keep that Fan Mail Coming." Ceremonial Storytelling and Audience Interaction in a US Soldier’s Milblog." De Gruyter, 2014. https://tud.qucosa.de/id/qucosa%3A38569.

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The wars in Afghanistan and Iraq initiated a surge of texts by US soldiers who utilized recent Web 2.0 technology to forge new types of war narratives, such as the so-called “milblogs.” Milblogs merge letter and journal writing with journalistic reporting, and they maintain contact between soldiers and their social environment. They are at once public and private communication. Military psychology since Vietnam has referred to warrior traditions of Native American communities to discuss public narration and ceremonial acknowledgment of a soldier’s war experience as vital elements for veteran readjustment and trauma recovery. This article analyzes an exemplary milblog to argue that the interaction between blogger and audience does similar cultural work and has comparable ceremonial and, therefore, therapeutic functions: Soldiers publicly share their experience, reflect on it with their audience, receive appreciation and support, and thus mutually (re-)negotiate group identity.
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44

Syrén, Dania. "Creating Concept Sketches for Game Developers : Sketches that inform and inspire." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35263.

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The objective of this project is to understand how information design– specifically informative illustration– can contribute to producing concept sketches for a science-fiction/puzzle game called Sky’s Edge. Through theoretical studies and research methods, I aimed to deepen my understanding of what makes a concept image a good one, and from that, I aimed to determine how informative illustration can help in designing and sketching the ideas that the job requester needed. The conducted theoretical studies indicated that a good concept image is one that contains ideas which are easily understood/communicated, can inspire the team, and in turn generate further discussion. They also revealed the vast advantages of thumbnail sketching– which can lead to the development of stronger ideas and compositions. Refined sketches and drawings are produced thereafter to present these ideas to the development team. The purpose of the resulting collection of concept images was to unify the visual direction of the team responsible for developing the game.
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45

Hellbom, Johanna, and Madelene Svanberg. "Hotell Badjäflar : att uppleva sjuttiotalet på nytt." Thesis, University of Gävle, University of Gävle, Department of Business Administration and Economics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6549.

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Vi utforskar begreppet upplevelseekonomi och hur vi har hamnat i vad en del forskare anser vara Upplevelsesamhället. Ett samhälle där de basala behoven är uppfyllda och där vi söker minnesvärda och självförverkligande upplevelser.

Vi har valt att studera tidigare forskning och presenterar delar av det vi har läst i ett inledande teoriavsnitt. Därefter observerar vi ett par upplevelserelaterade hotell för att se hur teorin kan se ut i verkliga pågående projekt. De hotell vi valt att titta närmare på är Icehotel i Jukkasjärvi samt Såstaholm i Täby. Vårt sätt att arbeta blir deduktivt, där vi utgår från befintliga begrepp och teorier för att kunna dra logiska slutsatser.

Befintlig teori i upplevelseekonomi samt iakttagelser av två existerande hotell för upplevelser gav oss grunden till hur vi utformade vårt hotell i Östhammar med upplevelsetema – Hotell Badjäflar. I Hotell Badjäflar praktiseras det vi har lärt oss. Temat för hotellet blir sjuttiotal och miljön och aktiviteter kommer att präglas av decenniet. Vi väver in författaren och filmskaparen Lars Molin då vi använder marknadsföringsverktyget storytelling. Lars Molins film Badjävlar ligger som grund för en del av miljön i hotellprojektet. Anledningen till att vi väljer Lars Molin är att han levde och arbetade i Östhammar under just sjuttiotalet och det var här filmen Badjävlar spelades in.

Våra diskussionskapitel består både i en utvärdering av Icehotel och Såstaholm och hur vårt Hotell Badjäflar kommer att fungera som upplevelse. Vår uppfattning är att både Icehotel och Såstaholm har lyckats med att skapa platser för upplevelser som deras gäster kommer att minnas och påverkas av. Hotell Badjäflar skulle enligt vår mening också kunna bli en unik och minnesvärd upplevelse för våra gäster. Vi avslutar med att reflektera över upplevelseekonomin idag, lyfter fram tankar om den allmänna skepticismen och ger förslag till fortsatta studier.

Upplevelseekonomi innebär att skapa upplevelser som kunden länge minns och gärna rekommenderar till sina vänner. Helheten blir det viktiga och alla personer involverade i upplevelseskapandet har en roll att spela där kunden är i centrum.


We study the term experience economy and how we live today in what some scientists call The Experience Society. That is a society where our basic needs are fulfilled and in which we seek experiences to remember and to express ourselves.

We have chosen to study earlier research made in this subject and present part of what we have read in an initiating theory section. After this we observed a couple of “experience based” hotels to see how this theory can be practiced in real life. The hotels we chose were Icehotel in Jukkasjärvi and Såstaholm in Täby. These two hotels turned out to be excellent examples of “experience based” hotels in Sweden. We have chosen to use a deductive way of presenting our results. Deduction is when conclusions are drawn out of existing theories and concepts.

This earlier research literature and our studies of two actual hotels for experiences gave us the basis for how our hotel in Östhammar is designed with an experience theme – Hotel Badjäflar. Hotel Badjäflar is where we practice our new knowledge. The theme is the seventies and the surroundings and our activities will all be influenced by this decade. For our storytelling parts we will use stories about the author and filmmaker Lars Molin. Parts of the hotel surroundings are based on his movie Badjävlar. The reason we chose Lars Molin is because he lived and worked in Östhammar during the seventies and it was also here the movie Badjävlar was made.

Our discussion chapter involves an evaluation of both Icehotel and Såstaholm as well as how we think Hotell Badjäflar will work out as an experience. Our opinion is that both Icehotel and Såstaholm have succeeded well in creating places for experiences that their guests will remember and be affected by. According to us Hotel Badjäflar has the potential to be an experience to remember for our guests. Finally we reflect on how the experience economy is commonly looked upon and the scepticism surrounding it. We also give suggestions on continued studies for the essay.

Experience economy is to create memorable experiences that the customer will remember for a long time and will gladly recommend to his or her friends. The totality of the experience is essential and each person involved in creating the experience has a role to play through which the customer is put in the leading role.

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Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.

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Immunology Virtual Reality (VR) project is an immersive educational virtual reality experience that intends to provide an informal learning experience of specific immunology concepts to college freshmen in the Department of Biological Sciences at Virginia Tech (VT). The project is an interdisciplinary endeavor between my collaboration between people from different domain areas at VT: Creative Technologies, Education, Biological Sciences, and Computer Sciences. This thesis elaborates on the whole design process of how I created a working prototype of the project demo and shares insights from my design experience.
Master of Fine Arts
Immunology Virtual Reality is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogen invasions at an infection site in the human body. It explores levels of interactivity and storytelling in educational VR and their impact on learning.
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47

Steele, James. "The Role Humor Plays in Facilitating Rapport, Engagement, and Motivation in Graduate Online Learning Environments." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1011748/.

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This study seeks to explore, using an interpretivist phenomenological approach, how humor may impact rapport, engagement, and motivation in graduate online learning environments. Through detailed qualitative analysis of semi-structured interviews, direct observation, and demographic survey data, emergent themes were identified that support the use of appropriate humor to create a positive online environment in which learning can take place. Evidence indicates that humor, when used purposefully and appropriately, is a valuable tool for promoting rapport and engagement amongst course members through community-building and enhanced interpersonal connections. The results of this study reveal the importance of finding common ground and shared experiences to improve the overall social and communicative culture of an online course. The results also support the idea that online instructors should make a great effort in connecting with students in online courses and must make a greater effort to appropriately engage in their online courses. Appropriate recommendations are made for practical application of humor to support pedagogy, as well as recommendations for future research on humor in educational environments.
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48

Blomqvist, Ankarberg Victor, and Rasmus Hillberg. "Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26427.

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This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player’s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these.
Denna studie behandlar Environmental Storytelling -tekniker och huruvida dessa kananvändas i kombination med varandra för att leda en spelare genom en spelscen i ettvisst mönster, påverka spelarens narrativa och utforskande uppfattning samt utforskahuruvida Self-paced Exploration kan kombineras med detta. Det är en kvalitativstudie utförd genom sex enskilda spelsessioner med tillhörande intervjuer där sexpersoner får spela en av tre versioner av samma spelscen. Spelscenernas endaskillnader är de olika vägledningstekniker som används. Informanternasrörelsemönster kartläggs och intervjuerna spelas in genom ljud, såväl somskärminspelning. Resultatet påvisade att Environmental Storytelling -tekniker mycketväl kan användas till att styra spelares utforskningsmönster, både narrativt ochnavigationsmässigt, samt att Self-paced Exploration kan utnyttjas till en störreeffektivitet i kombination med dessa.
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Şerban, Ovidiu Mircea. "Detection and integration of affective feedback into distributed interactive systems." Phd thesis, INSA de Rouen, 2013. http://tel.archives-ouvertes.fr/tel-00920335.

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Human-Computer Interaction migrates from the classic perspective to a more natural environment, where humans are able to use natural language to exchange knowledge with a computer. In order to fully "understand" the human's intentions, the computer should be able to detect emotions and reply accordingly. This thesis focuses on several issues regarding the human affects, from various detection techniques to their integration into a Distributed Interactive System. Emotions are a fuzzy concept and their perception across human individuals may vary as well. Therefore, this makes the detection problem very difficult for a computer. From the affect detection perspective, we proposed three different approaches: an emotion detection method based on Self Organizing Maps, a valence classifier based on multi-modal features and Support Vector Machines, and a technique to resolve conflicts into a well known affective dictionary (SentiWordNet). Moreover, from the system integration perspective, two issues are approached: a Wizard of Oz experiment in a children storytelling environment and an architecture for a Distributed Interactive System.
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50

Machado, Thiago Luiz Berzoini. "Espectros – um drama familiar: narrativa transmídia aplicada às artes cênicas." Universidade Federal de Juiz de Fora, 2012. https://repositorio.ufjf.br/jspui/handle/ufjf/1914.

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Utilizando como matriz midiática “Espectros – Um drama familiar” (Gengangere, 1881) de Henrik Ibsen, esta dissertação analisa a expansão do universo ficcional de uma peça teatral por diversas plataformas de mídia. A montagem da obra foi desenvolvida através da aplicação de estratégias transmídia com base nas explanações de Henry Jenkins e Stephen Dinehart, teóricos dessa nova forma de utilização da narrativa perante a era da “Cultura da Convergência”. O projeto apresentou ao espectador uma obra que possui vários “pontos de entrada” no universo ficcional da trama de Ibsen, acessíveis através de um conteúdo distribuído eletronicamente: vídeos, áudio-teatro, história em quadrinhos, um jornal fictício que contém informações sobre o programa da peça e um dossiê contra um dos personagens centrais da trama. A experiência também foi levada para um ambiente imersivo - o Second Life –, apresentando uma assembleia virtual que reuniu o elenco e o público atingido pela divulgação do evento nas redes sociais e sítio de hospedagem do material produzido. Com a aplicação dessa estratégia, o espectador é motivado a organizar mentalmente os fragmentos narrativos de situações pulverizadas através de canais de distribuições complementares, proporcionando a continuidade de imersão no universo ficcional mesmo após o término da experiência.
Using as a media-matrix “Ghosts – a family drama” (Gengangere, 1881) by Henrik Ibsen, this work analyzes the expansion of the fictional universe of a play by various media platforms. The composition of the play was developed through the application of strategies based on the explanations of Henry Jenkins and Stephen Dinehart, theorists of this new way of using the narrative according with the era of “Convergence Culture”. The project presented a work in which the viewer has multiple “entry points” into the fictional universe of Ibsen’s plot, accessible via electronically distributed content: videos, audio dramas, comic, a fictional newspaper which contains information about the program of the play and a dossier against one of the central characters of the plot. The experience was also taken to an immersive environment – the Second Life – featuring a virtual meeting that gathered the cast and the audience reached by the advertisement of this event through social networking and hosting website with the material produced. With the implementation of this strategy, the viewer is encouraged to mentally organize the narrative fragments of situations sprayed throughout additional distribution channels to provide continuous immersion in the fictional universe even the ends of the experiment.
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