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Dissertations / Theses on the topic 'Interactive narratives'

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1

Tessaro, Annye Cristiny. "Narrativas e games: um olhar do design literário-artístico." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21522.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-11-05T12:59:08Z No. of bitstreams: 1 Annye Cristiny Tessaro.pdf: 2558658 bytes, checksum: 6ae482af1522ccf49fba1f5b8ed87511 (MD5)<br>Made available in DSpace on 2018-11-05T12:59:09Z (GMT). No. of bitstreams: 1 Annye Cristiny Tessaro.pdf: 2558658 bytes, checksum: 6ae482af1522ccf49fba1f5b8ed87511 (MD5) Previous issue date: 2018-09-12<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>Humanity has always used narratives to communicate. Over the years, theorists have realized that there was a common basic structu
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Polli, Anna Maria. "Interactive Narratives with 3D Environments." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3497.

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One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of t
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3

Truran, Chris. "Virtual narratives : a study of relationships between narrative and interactive media, with special reference to interactive television." Thesis, University of Bristol, 2004. http://hdl.handle.net/1983/8c580665-428c-45da-9ba4-e04bf06c9222.

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Barber, Heather. "Generator of adaptive dilemma-based interactive narratives." Thesis, University of York, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.495855.

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5

Waraich, Atif. "Designing motivating narratives for interactive learning environments." Thesis, University of Leeds, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.436175.

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6

Christy, Katheryn R. "Investigating the Use of Interactive Narratives for Changing Health Beliefs: A Test of the Model of Interactive Narrative Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461167842.

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7

Mazalek, Alexandra 1976. "Tangible interfaces for interactive point-of-view narratives." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61854.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.<br>Includes bibliographical references (p. 143-145).<br>This thesis presents three storytelling systems for interactive point-of- view narratives using tangible interface technology. The focus is the design and development of computational story models and interfaces that enable users to experience new forms of interaction with stories in the digital medium. Specifically, I propose that having multiple tightly related character viewpoints can be used as a means o
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Feldman, Lee. "Player-Response on the Nature of Interactive Narratives as Literature." Thesis, Chapman University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10822281.

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<p> In recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player&rsquo;s experience as a va
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9

Kriegel, Michael. "Towards a crowdsourced solution for the authoring bottleneck in interactive narratives." Thesis, Heriot-Watt University, 2015. http://hdl.handle.net/10399/3000.

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Interactive Storytelling research has produced a wealth of technologies that can be employed to create personalised narrative experiences, in which the audience takes a participating rather than observing role. But so far this technology has not led to the production of large scale playable interactive story experiences that realise the ambitions of the field. One main reason for this state of affairs is the difficulty of authoring interactive stories, a task that requires describing a huge amount of story building blocks in a machine friendly fashion. This is not only technically and conceptu
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10

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 sy
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Farrell, Rachelyn. "Predicting User Choices in Interactive Narratives using Indexter's Pairwise Event Salience Hypothesis." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/td/2319.

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Indexter is a plan-based model of narrative that incorporates cognitive scientific theories about the salience—or prominence in memory—of narrative events. A pair of Indexter events can share up to five indices with one another: protagonist, time, space, causality, and intentionality. The pairwise event salience hypothesis states that when a past event shares one or more of these indices with the most recently narrated event, that past event is more salient, or easier to recall, than an event which shares none of them. In this study we demonstrate that we can predict user choices based on the
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12

Tallyn, Ella. "Applying narrative theory to the design of digital interactive narratives with the aim of understanding and enhancing participant engagement." Thesis, University of the West of England, Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.327430.

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13

Carrot, Filipa Ribeiro. "Espaços arquitetónicos em narrativas interativas e virtuais." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/10824.

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Dissertação de Mestrado em Arquitetura, apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>A Arquitectura é reflexo do Homem e da Sociedade, na medida em que materializa diferentes formas como o Homem individual e colectivo vê o mundo, dos seus condicionamentos cognitivos, éticos e sociais, das suas expectativas, do viver em sociedade e do espaço existencial e expressivo que cria à sua imagem. Se observarmos a arquitectura que surge como cenários dos videojogos, percebemos que ela é mais do que um simples “background” para a acção. Ela vai ev
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Barros, Leandro Motta. "Um modelo para prover consistência narrativa em Interactive Storytelling." Universidade do Vale do Rio do Sinos, 2007. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2235.

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Made available in DSpace on 2015-03-05T13:58:26Z (GMT). No. of bitstreams: 0 Previous issue date: 23<br>Universidade do Vale do Rio dos Sinos<br>Interactive Storytelling (IS) é uma área de pesquisa que busca o desenvolvimento de técnicas que permitam a criação de sistemas computacionais interativos com ênfase em aspectos dramáticos e narrativos. Uma das abordagens utilizadas em pesquisas na área de IS consiste no uso de algoritmos de planejamento para definir a seqüência de eventos que compõe a história. Este trabalho se propõe a investigar técnicas que permitam avançar rum à solução de tr
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Wu, Hui-Yin. "Cinematic discourse for interactive 3D storytelling." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S097/document.

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Cette thèse porte sur les propriétés du discours de la caméra virtuelle autour de trois axes: le temps, l'histoire, et la présentation visuelle. Nous nous répondrons principalement à la question sur la façon d'analyser, d'exploiter des données, et de générer automatiquement des arrangements temporels de l'histoire et des contenus visuels. Nos techniques proposées peuvent être appliquées aux problèmes de planification automatique de la caméra dans des environnements 3D, et ouvrent des perspectives pour l'analyse cognitive du cinéma et de la narration visuelle<br>This thesis concerns the discour
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Azevedo, Janaina Leite de. "“Na trilha de Macunaíma”, game didático GDD & roteiro interativo de jogo digital para literatura no ensino médio." Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/152646.

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Oliveira, Viviane Andrade. "PROCEDIMENTOS CONSTITUTIVOS EM NARRATIVAS CURTAS DE FINAL FIXO, EM JOGOS E DE CONSTRUÇÃO INTERATIVA." Pontifícia Universidade Católica de Goiás, 2017. http://tede2.pucgoias.edu.br:8080/handle/tede/3898.

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Submitted by admin tede (tede@pucgoias.edu.br) on 2018-02-23T12:57:09Z No. of bitstreams: 1 VIVIANE ANDRADE OLIVEIRA.pdf: 1587489 bytes, checksum: d1b7d3b7fbe6ac02f15e3922f4fb4255 (MD5)<br>Made available in DSpace on 2018-02-23T12:57:09Z (GMT). No. of bitstreams: 1 VIVIANE ANDRADE OLIVEIRA.pdf: 1587489 bytes, checksum: d1b7d3b7fbe6ac02f15e3922f4fb4255 (MD5) Previous issue date: 2017-12-22<br>Each new invention that humanity develops brings in itself new possibilities of artistic creation, in a way that the different procedures that the writer exercises, end up expanding the art’s concept i
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Pope, James. "How do readers interact with hypertext fiction? : an empirical study of readers' reactions to interactive narratives." Thesis, Bournemouth University, 2007. http://eprints.bournemouth.ac.uk/10503/.

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19

Muñoz, Pazo Fernando Enrique. "Nuevas narrativas utilizadas para la representación de la mujer en videoclips de reggaetón de artistas latinoamericanas." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653160.

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El presente trabajo analiza las nuevas narrativas empleadas en los videoclips de reggaetón con la finalidad de explicar la representación y visibilización de la mujer en dichos productos audiovisuales producidos por artistas de habla hispana desde un enfoque de género. Se describirá cómo se están construyendo el perfil de los personajes femeninos en los videoclips de reggaetón; asimismo, se analizará la visibilización de los personajes femeninos a partir de sus acciones en las historias contadas en los videoclips de reggaetón. Finalmente, se busca explicar cómo son las historias en las cuales
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Verhille, Isabel. "Personal Narratives Changing Student Understandings of Community-based Academic Programs." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/974.

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As a student enrolled in the Claremont Colleges, there are a variety of different ways in which I can engage with the greater Inland Empire community. The community-based programs, classes, and projects offered by the Colleges all have specific focuses, whether they be community service, community studies, or language improvement. This Media Studies Senior Thesis focuses on two community programs offered by the Claremont Colleges, the first being the Spanish Practicum program offered at Pitzer College. This half credit course places a group of three students with a “Promotora” (Promoter) or a
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Teixeira, Stanley Cunha. "Timelink: um novo “tempo” para a TV digital aberta." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21551.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-11-09T10:23:44Z No. of bitstreams: 1 Stanley Cunha Teixeira.pdf: 3344939 bytes, checksum: 90798921bdc8a453a0436c4215b74a12 (MD5)<br>Made available in DSpace on 2018-11-09T10:23:44Z (GMT). No. of bitstreams: 1 Stanley Cunha Teixeira.pdf: 3344939 bytes, checksum: 90798921bdc8a453a0436c4215b74a12 (MD5) Previous issue date: 2018-09-12<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The process of information digitization and the subsequent convergence of digital media are promoting a breakdown of paradigms t
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Colás, Álvarez Joaquim. "Interaction and participation in collaborative storytelling systems." Doctoral thesis, Universitat Pompeu Fabra, 2017. http://hdl.handle.net/10803/456037.

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Storytelling is one of the oldest models of cultural expression in human history. Thanks to the evolution of information technologies, the Web 2.0 paradigm has impacted in this field: some modern audiences actively participate in their favorite narrative worlds. We define Shared Narrative spaces as informative spaces concerning narratives created, developed and maintained through the collaboration of multiple authors. Our research aims to understand the perception of SNS using a HCI (human-computer interaction) lens, and to define the determinant factors affecting users’ interaction (explorati
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Herrmann, Andrew F. "Narratives and Sensemaking in the New Corporate University: The Socialization of First Year Communication Faculty." [Tampa, Fla] : University of South Florida, 2008. http://purl.fcla.edu/usf/dc/et/SFE0002619.

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Gomes, Eduardo Savino. "TV digital interativa brasileira: Um estudo sobre as possibilidades da narrativa na TV digital interativa brasileira: considerando o SBTVD-T (Sistema Brasileiro de TV Digital Terrestre)." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/18061.

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Made available in DSpace on 2016-04-29T14:22:50Z (GMT). No. of bitstreams: 1 Eduardo Savino Gomes.pdf: 2348227 bytes, checksum: a83e459c4c9e20856bc8c086cb3c43c8 (MD5) Previous issue date: 2010-10-29<br>This research relates the concept of Interactive Digital TV, in its aspects technicalcomputing, linking them with new forms of expression of content in order to allow the production of new genres, sub-genres of narrative in television products. It shows that television, from computational systems, becomes from a connected device to a transmission system in a continuous line for a semi-open sys
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Pando, Llanos Jimena. "Documentales interactivos como agentes de transformación social: Proyecto Quipu." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653335.

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Actualmente vivimos en una época globalizada, en donde los usuarios han cambiado la manera de relacionarse con el contenido que se presenta en las plataformas. Por este motivo, los medios tradicionales han evolucionado para hacer frente a las nuevas necesidades del público, creando contenidos transmedia. Es por ello que el presente trabajo analiza el rol del documental interactivo Proyecto Quipu como un agente de transformación social. El objetivo de esta investigación es poder analizar cómo se desarrolló el documental interactivo Proyecto Quipu y si este logró crear una comunidad participativ
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Autuori, Marina. "Encontros e Desencontros no Processo de Encaminhamento Psicol?gico Infantil." Pontif?cia Universidade Cat?lica de Campinas, 2018. http://tede.bibliotecadigital.puc-campinas.edu.br:8080/jspui/handle/tede/1071.

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Submitted by SBI Biblioteca Digital (sbi.bibliotecadigital@puc-campinas.edu.br) on 2018-04-11T12:44:28Z No. of bitstreams: 1 MARINA AUTUORI.pdf: 1422722 bytes, checksum: c8da9e0caa1128cd23ab88f7c58a03ca (MD5)<br>Made available in DSpace on 2018-04-11T12:44:28Z (GMT). No. of bitstreams: 1 MARINA AUTUORI.pdf: 1422722 bytes, checksum: c8da9e0caa1128cd23ab88f7c58a03ca (MD5) Previous issue date: 2018-02-27<br>Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES<br>The growing demand for child psychological care results in increased referral of children to mental health services. Ho
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Gifreu, Castells Arnau. "El Documental interactiu com a nou gènere audiovisual : estudi de l'aparició del nou gènere, aproximació a la seva definició i proposta de taxonomia i d'un model d'anàlisi a efectes d'avaluació, disseny i producció." Doctoral thesis, Universitat Pompeu Fabra, 2013. http://hdl.handle.net/10803/119606.

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L’objecte d’aquesta tesi doctoral és mostrar i demostrar com el documental interactiu es constitueix i es proposa en els últims anys com a nou gènere audiovisual amb característiques pròpies i específiques. Aquesta investigació argumenta com el mitjà digital interactiu ha afectat les lògiques de producció, exhibició i recepció audiovisuals del gènere documental tradicional. Durant els últims anys, aquestes noves dinàmiques han transformat els processos comunicatius i la naturalesa dels diferents actors implicats, donant lloc a un nou gènere que anomenem “documenal interactiu”. A partir d’una
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Varges, Júlia Pessôa. "Videogames como narrativas interativas: integração de gameplay e narratividade na análise de Red Dead Redemption." Universidade Federal de Juiz de Fora (UFJF), 2011. https://repositorio.ufjf.br/jspui/handle/ufjf/2652.

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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, voi
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Craig, Heather (Heather Hult). "Interactive data narrative : designing for public engagement." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/97993.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Comparative Media Studies, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 97-101).<br>Interactive data narrative, or the crafting of interactive online stories based upon new or existing data, has grown dramatically over the last several years. Data is increasingly available through such mechanisms as embedded sensor networks, remote sensing, and mobile data collection platforms. The affordances of mobile computing and increasing internet access enable widespread-and often citizen-p
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Strohecker, Carol. "Electronic collage : the videodisc and interactive narrative." Thesis, Massachusetts Institute of Technology, 1986. http://hdl.handle.net/1721.1/27954.

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Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH<br>Bibliography: leaves 52-59.<br>by Carol Strohecker.<br>M.S.V.S.
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Smit, Marius. "Interactive narrative generation using computational verb theory." Diss., University of Pretoria, 2009. http://hdl.handle.net/2263/27510.

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Interactive narrative extends traditional story-telling techniques by enabling previously passive observers to become active participants in the narrative events that unfold. A variety of approaches have attempted to construct such interactive narrative spaces and reconcile the goals of interactivity and dramatic story-telling. With the advent of the linguistic variable in 1972, a means was established for modelling natural language words and phrases mathematically and computationally. Over the past decade, the computational verb, first introduced in 1997, has been developed as a mathematical
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Ong, Teong Joo. "Interactive storytelling engines." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4401.

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Writing a good story requires immense patience, creativity and work from the author, and the practice of writing a story requires a good grasp of the readers' psychology to create suspense and thrills and to merge the readers' world with that of the story. In the digital writing space, authors can still adhere to these rules of thumb while being aware of the disappearance of certain constraints due to the added possibility of narrating in a nonlinear fashion. There are many overlapping approaches to interactive storytelling or authoring, but each of the approaches has its own strengths and wea
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Freitas, Maria Leidiane Tavares. "Narrativas de si em cena: a dramaturgia das interaÃÃes no twitter." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=15167.

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CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior<br>A presente tese teve como objetivo o estudo da interaÃÃo dos sujeitos nas redes sociais da web â o Twitter, no caso especÃfico de nosso trabalho â a partir da anÃlise das narrativas de si que estes publicam em seus perfis. Para tanto, estabelecemos, como objetivos especÃficos, a descriÃÃo da estrutura das narrativas de si publicadas em segmentos de cento e quarenta caracteres â expediente formal do Twitter â, a anÃlise das estratÃgias dramatÃrgicas de que os sujeitos se valem para a construÃÃo de suas narrativas de si no Twitter e
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Abba, Tom. "A Grammar, form and content for interactive narrative." Thesis, University of the West of England, Bristol, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.444494.

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36

Rahman, Shamsul Abdul. "A web site for narrative interactive learning environments /." Leeds, 2001. http://www.leeds.ac.uk/library/counter2/compstmsc/20002001/rahman.ps.

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Stobbart, Dawn. "On videogames : representing narrative in an interactive medium." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/78380/.

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This thesis investigates the function of narrative in videogames, challenging views that games do not—and should not—have anything to do with narrative. It tests videogames against literary narrative theories and examines ways in which videogames have evolved beyond other narratives and narrative theories. The narrative vs. ludology debate among videogame scholars has, at its core, the question of whether narrative is possible in videogames. Ludologists, who prioritize videogames as games, argue that narrative is incompatible with play, both interrupting and interfering with it. My research su
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Thorén, Sebastian. "Designing for fearful experiences within an interactive narrative." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22161.

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This thesis is focusing on the emotion of fear in conjunction with an interactive narrative experience. It analyses the emotional scope fear entails as well as discusses different narrative formats and interactivity in terms of agency. Through extensive research on the topic at hand, multiple prototypes is developed focusing on expressing different variations of fear while experimenting with the narrative structure and interactive elements available through the software Twine. Based on this, conclusions were made on the complexity of designing for an emotion and the difficulty in reaching mor
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Suspiro, Pedro Henrique de Oliveira. "Profissões : sinergias entre o video interactivo e o 3D estereoscópico." Master's thesis, Faculdade de Ciências Sociais e Humanas, Universidade Nova de Lisboa, 2010. http://hdl.handle.net/10362/5488.

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Trabalho de Projecto apresentado para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Novos Media e Práticas Web<br>Os actuais modelos interactivos aplicados ao vídeo remetem-nos para as mesmas práticas de navegação utilizadas nas grelhas de conteúdos Web. Estas práticas tornam a interactividade limitada do ponto de vista da narrativa, uma vez que apenas permitem ao espectador escolher o sentido do rumo da história, quase sempre através do recurso à hiperligação. Nesta tese, procura-se implementar no vídeo um novo tipo de experiência interactiva, explorando as sinergias
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Barrenho, Filipe Jorge Camelo. "Criação de narrativas interactivas espacialmente contextualizadas." Master's thesis, Universidade de Évora, 2008. http://hdl.handle.net/10174/18423.

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Esta tese foca o desenho e desenvolvimento de um ambiente de authoring para o lnStory, uma plataforma para narrativas interactivas navegáveis no espaço, que permite o desenvolvimento de actividades lúdicas e acesso a informação multimédia. Foca a exploração de espaços físicos históricos e culturais, promovendo interacções entre utilizadores. Durante essas explorações acede-se a conteúdo multimédia geo-referenciado e contextualizado, através do uso de dispositivos móveis como telemóveis ou personal digital assistants. O objectivo é adquirir conhecimento histórico e cultural acerca do ambiente c
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Marçal, Maristela. "Sentidos e significados das imagens e palavras de alunos do ensino fundamental no cotidiano escolar." [s.n.], 2011. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251257.

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Orientador: Ana Maria Falcão de Aragão<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação<br>Made available in DSpace on 2018-08-18T11:30:20Z (GMT). No. of bitstreams: 1 Marcal_Maristela_M.pdf: 6413757 bytes, checksum: dc53b2879a664fa25237696446c1bb22 (MD5) Previous issue date: 2011<br>Resumo: A fotografia não se limita apenas ao registro de uma imagem, mas constitui-se em um elemento revelador de pensamentos, memórias passadas, sentidos e fatos vividos. A narrativa foi o modo de transmitir as experiências do espaço escolar. Este estudo teve como objetivos:
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Koenitz, Hartmut. "Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/34791.

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In more than two decades of research and practical experiments in interactive digital narrative (IDN), much insight about the relationship of narrative and digital media has been gained and many successful experiments have been undertaken, as a survey of the field illustrates. However, current approaches also limit the scope of experimentation and constrain theory in interactive narrative forms original to digital media. After reviewing the "interactivisation" of legacy theory (neo-Aristotelian poetics for interactive drama, poststructuralism for hyperfiction, 20th century narratology for int
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Guimarães, Gustavo Côrtes. "TV na internet e internet que é TV narrativas, contextos e o caso NerdOffice." Niterói, 2017. https://app.uff.br/riuff/handle/1/3825.

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Submitted by Programa de Pós-Graduação em Mídia e Cotidiano (ppgmc@vm.uff.br) on 2017-05-04T19:29:12Z No. of bitstreams: 1 Dissertacao_GustavoCortes_PPGMC.pdf: 2792125 bytes, checksum: 801e78679a20479c3ff85e1fbd9930e7 (MD5)<br>Approved for entry into archive by Josimara Dias Brumatti (bcgdigital@ndc.uff.br) on 2017-06-12T14:56:17Z (GMT) No. of bitstreams: 1 Dissertacao_GustavoCortes_PPGMC.pdf: 2792125 bytes, checksum: 801e78679a20479c3ff85e1fbd9930e7 (MD5)<br>Made available in DSpace on 2017-06-12T14:56:17Z (GMT). No. of bitstreams: 1 Dissertacao_GustavoCortes_PPGMC.pdf: 2792125 bytes, che
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SEGURA, VINICIUS COSTA VILLAS BOAS. "BONNIE: BUILDING ONLINE NARRATIVES FROM NOTEWORTHY INTERACTION EVENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2016. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28678@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Nos dias de hoje, temos acesso a dados de tamanho, dimensionalidade e complexidade sem precedentes. Para extrair informações desconhecidas e inesperadas desses dados complexos e dinâmicos, necessitamos de estratégias efetivas e eficientes. Uma dessas estratégias é usar aplicações de análise visual (visual analytics), que combinam técnicas de análise de dados e de visualização. Depois do processo de descoberta de conhecimento, um grande desafio é filtrar a informação essencial
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Su, David(David Dewei). "Massively multiplayer operas : interactive systems for collaborative musical narrative." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123644.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2019<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 74-79).<br>Music, narrative, and social interaction have long been intertwined. The objective of this thesis is to create a platform, designed for interactive multiplayer operas, that explores the potential for technology-enabled systems to facilitate creativity through expression, the emotional affordances of musical storytelling, and the spatiotemporal boundaries of copresence.
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Hedström, Joakim. "Sekvensbryt vs narrativ : En obefogad konflikt?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16954.

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Denna rapport utforskar forskningsfrågan hur uppfattar erfarna spelare det avsiktliga utövandet av sekvensbryt i relation till deras upplevande av ett spels narrativ? då granskning av tidigare forskning kring ämnet sekvensbryt väckt frågor kring spelares åsikter om ämnet och huruvida utövandet av sekvensbryt är motsatt viljan att uppleva spelnarrativ. En studie utformades med ändamålet att samla spelares åsikter kring sekvensbryt. För att åstadkomma detta skapades ett textspel kallat Sequerience som gav spelare möjligheten att utöva sekvensbryt och detta användes i kombination med en enkät där
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Santos, SÃmia AraÃjo dos. "Recursos metadiscursivos de interaÃÃo em sequÃncia narrativa." Universidade Federal do CearÃ, 2011. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=6371.

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CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior<br>Os estudos sobre os recursos metadiscursivos de interaÃÃo, em sua grande maioria, versam sobre os gÃneros do discurso acadÃmico. Partindo do pressuposto de que esse fenÃmeno à constituinte de qualquer texto, propomos em nossa pesquisa investigar a manifestaÃÃo dos recursos metadiscursivos de interaÃÃo na perspectiva das macrocategorias de engajamento e de posicionamento em textos de sequÃncia narrativa. Para o alcance deste objetivo, fundamentamo-nos na base teÃrica de Hyland (2005) para o conceito de metadiscurso e em sua classifi
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Bordini, Gabriela Sagebin. "As narrativas de adolescentes sobre gênero em um ambiente virtual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/22986.

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A adolescência é um período de redefinição das identidades, incluindo a dimensão de gênero. Nesta pesquisa, procurou-se conhecer as concepções de adolescentes sobre o que é ser homem e ser mulher, a partir de suas próprias narrativas. Participaram 41 adolescentes, com idades entre os 14 e os 15 anos, estudantes de uma escola pública e de uma escola privada de Porto Alegre. Com eles, foram realizados 6 grupos focais online, através do programa de bate-papo MSN: 2 grupos compostos por adolescentes homens, 2 por adolescentes mulheres, e 2 mistos. As narrativas interacionais produzidas pelos grupo
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Moreira, Abrantes Ferreira Da Silva Maria Eduarda. "Narrativas Dinámicas. Estructuras Interactivas de los Nuevos Medios en la Red." Doctoral thesis, Universitat Politècnica de València, 2013. http://hdl.handle.net/10251/31382.

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Siendo las bases de datos el centro del proceso creativo en la era del ordenador1 (Manovich) y siendo su medio de elección, Internet, partiendo de la hipótesis de que para que se adapten a este espacio las narrativas dinámicas deben amoldarse a las características inherentes al mismo, haciendo uso de las bases de datos - esto debe ser su enfoque principal para la supervivencia en este medio. Como forma de adaptar la narrativa a Internet, en esta investigación se distinguen dos modos que pueden completar ideas así como proyectos presentes y emergentes: la primera se titula bionar
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Gaitan, Alfredo. "Aggressive interaction understood through discourse : episodes, accounts and narratives." Thesis, University of Southampton, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.330220.

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