Dissertations / Theses on the topic 'Environmental storytelling'
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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.
Full textLiu, Han. "Urbancraft: An urban laboratory for environmental storytelling." Thesis, KTH, Stadsbyggnad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302442.
Full textBjörklund, 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.
Full textDen 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.
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.
Full textPettersson, 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.
Full textKarlsson, 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.
Full textDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
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.
Full textI 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.
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.
Full textAbstract 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.
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.
Full textKarlegrund, 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.
Full textIn 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
Ford, Loretta. "Creating Empathy for Nature through Illustrative Storytelling." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1620323088875422.
Full textHannah, 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.
Full textThis 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.
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.
Full textJohansson, 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.
Full textKalderon, John. "Spelaren som detektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13902.
Full textMonzel, Daniel Robert. "Fabricated Preservation." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98492.
Full textMaster 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.
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.
Full textTutkimus 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
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.
Full textMartínez, 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.
Full textThe 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
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.
Full textCernohous, 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.
Full textDionne, 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.
Full textBärgård, 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.
Full textSAMMANFATTNING 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.
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.
Full textPh.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
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.
Full textThe 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
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/.
Full textElfström, 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.
Full textKlimatförändringar 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.
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.
Full textDetta är en reflektionsdel till en digital medieproduktion.
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.
Full textLorenc, 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.
Full textShin, Elizabeth. "Constructivist learning environments in digital storytelling workshops| An interview with Joseph Lambert." Thesis, Pepperdine University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10100913.
Full textStorytelling 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.
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.
Full textSyftet 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.
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.
Full textLadeira, 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.
Full textThis 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.
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/.
Full textWood, 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.
Full textRoberts, 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.
Full textSidhu, 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.
Full textLlobera, Joan. "Stories within Immersive Virtual Environments." Doctoral thesis, Universitat de Barcelona, 2012. http://hdl.handle.net/10803/665468.
Full textPodem 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.
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/.
Full textZhang, 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.
Full textChan, 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.
Full textUsbeck, 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.
Full textSyrén, 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.
Full textHellbom, 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.
Full textVi 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.
Zhang, Lei. "Immunology Virtual Reality (VR): Exploring Educational VR Experience Design for Science Learning." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83948.
Full textMaster 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.
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/.
Full textBlomqvist, 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.
Full textDenna 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.
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.
Full textMachado, 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.