Academic literature on the topic 'Multimedia storytelling'

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Journal articles on the topic "Multimedia storytelling"

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Tang, Shaofeng. "Digital Storytelling Approach in a Multimedia Feature Writing Course." Journal of Language Teaching and Research 7, no. 3 (2016): 572. http://dx.doi.org/10.17507/jltr.0703.19.

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With the rapid development of multimedia technology, digital storytelling has been widely applied in education. This article argues that digital storytelling is a multimedia narrative form which involves critical thinking and creative abilities. These two elements are very important in multimedia feature writing. This article analyzes the application of digital storytelling approach in a multimedia feature writing course through a literature review and a case study. It concludes that the process of completing a digital storytelling project develops students’ creativity and critical thinking. Thus, the digital storytelling approach can be seen as a positive applicable approach in a multimedia feature writing course.
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Pulatova, Makhfuza Rashid kizi. "THE OPPORTUNITIES OF STORYTELLING IN MULTIMEDIA JOURNALISM." Oriental Renaissance: Innovative, educational, natural and social sciences 2, no. 27 (2022): 326–30. https://doi.org/10.5281/zenodo.7353759.

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<em>The article analyzes the possibilities of storytelling, which is one of the genres of multimedia journalism. The steps before creating storytelling, platforms for creating storytelling, multimedia elements in it were mentioned. Also, good examples of storytelling on Uzbek websites are given as examples</em>
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Bibi, Sarah, Dian Shinta Sari, and Muhammad Iqbal Ripo Putra. "The design of multimedia storytelling." ELT Forum: Journal of English Language Teaching 9, no. 1 (2020): 16–26. http://dx.doi.org/10.15294/elt.v9i1.34614.

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In teaching English, the use of media is essential to underpin and facilitate the process. With the recent waves of Technology, some teachers also make an exercise of a digital platform to develop new Media. It is easier to attract students to follow the lesson and also increase their pursuit of learning. This research directed to how the design of digital storytelling to teach narrative for students. The researcher used Educational Research and Development cycle from Borg and Gall (2007) which adjusted into five steps, namely (1) research and information gathering, (2) planning, (3) preliminary product developing, (4) preliminary field testing, and (5) primary product revision. The result of the research shows that digital storytelling can be utilised as a medium to teach narrative. The purpose of the medium must be communicative and attractive for the students. Equally, for the students, they are interested in using digital storytelling medium to learn about narrative. Hence, digital storytelling is designed to occupy those needs and is expected to be useful to teach narrative.
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Anisa Aditya Larasati, Perdana Afif Luthfy, and Ratna Wahyu Pusari. "Pengembangan Multimedia Mendongeng pada Anak Usia Dini." Generasi Emas 7, no. 1 (2024): 38–47. http://dx.doi.org/10.25299/ge.2024.vol7(1).16388.

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The use of multimedia learning media can be an effective means of improving the storytelling abilities of young children. By utilizing multimedia, children are not only actively involved in the learning process, but also develop creativity, imagination and speaking skills. Focusing on the needs and characteristics of children in the early stages of development is key in the process of developing learning media. This research aims to create interactive multimedia storytelling, specifically designed to improve storytelling skills in early childhood. This research uses the Research and Development (R&amp;D) research method by applying the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model to ensure success. development process. This multimedia storytelling is not only designed to provide an interesting and interactive learning experience, but also involves young children as test subjects. The research results show that there is success in developing multimedia storytelling in Sultan Fatah Demak Kindergarten class B aged 5-6 years through the CapCut application as an effective tool in facilitating multimedia learning. Product validation by media experts confirms a high level of validity. Meanwhile, field trials at the Sultan Fatah Demak Kindergarten obtained very good results with
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Min, Tan Si. "DEVELOP DIGITAL STORYTELLING INTEGRATES WITH ANIMATION AS AN INNOVATIVE INSTRUCTIONAL TOOL: EFFECTS ON STUDENT’S BE-HAVIOURAL ENGAGEMENT IN LEARNING." Statistika, učet i audit 84, no. 1 (2022): 35–38. http://dx.doi.org/10.51579/1563-2415.2022-1.02.

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From ancient times to today, storytelling has served popular instructional tool. Over the last decade, the emergence and availability of multimedia technologies, therefore upgrading the storytelling to digital storytelling. Today’s students are growing up surrounded by digital technology. One form of multimedia that is becoming more popular in the education setting is digital storytelling. It is the best choice for teaching and learning nowadays. In line with this, animation has integrated with digital storytelling for the education system. Animation has notably contributed to provide the visualization system. Consequently, students prefer to learn from visual forms of subject content to engage them in learning more actively. Therefore, this paper discusses the student’s behavioural engagement was foster by the digital storytelling integrates with animation.
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Astuti, Eka Puji. "The Design of Multimedia in Storytelling." ETERNAL (English Teaching Journal) 13, no. 2 (2022): 174–86. http://dx.doi.org/10.26877/eternal.v13i2.12226.

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Learning and teaching a foreign language needs a lot of patience, energy, time, creativity, and competence. The success of the teaching and learning of foreign language skills including English is determined by several factors such as students, teachers, teaching methods, techniques, and instructional Multimedia. English teaching Multimedia is very important for the teacher to help students acquire a new concept of the skills and language competencies. This study made use of the qualitative method. The researcher used Educational Research and Development cycle from Borg and Gall (2007) which is adjusted into five steps, namely (1) research and information gathering, (2) planning, (3) preliminary product development, (4) preliminary field testing, and (5) primary product revision. There are still many fascinating discussions that might be interesting to find out the real situation in the implementation of Multimedia in English language teaching, especially in storytelling. This study which was conducted by the students of SMK Mitra Karya Mandiri Ketanggungan-Brebes is intended to figure out how the use of Multimedia in English language teaching to the first levels. The study employed a case study research design. The researcher collected the literature review, distributed questionnaires to the students, and interviewed one of the English teachers. After collecting the literature review, the researcher first distributed the questionnaires to the students. The respondents to the questionnaires were 30 students. The result of the research shows that digital storytelling can be built up to teach narrative. The purpose of the medium must be communicative and attractive to the students. Equally, for the students, they are interested in using digital storytelling to learn about narrative. Hence, digital storytelling is designed to help students in all competencies, such as reading, speaking, listening, writing, and the vocabulary teaching-learning process.
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Purnamasari, Jelita. "Empowering News Writing Skills: Digital Platforms and Interactive Storytelling in English Broadcasting." Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP 11, no. 2 (2024): 194. https://doi.org/10.33394/jo-elt.v11i2.13182.

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This study examines the impact of interactive storytelling on improving news writing skills among Communication Science students in an English broadcasting course. Integrating digital platforms with multimedia elements—including audio, video, and graphics—fosters narrative creativity and enhances students' engagement in English news broadcasting. The study involved seven Communication Science students as participants in a qualitative case study, with data collected through news script analysis and interviews. Analysis focused on narrative structure, creativity, and multimedia use, while interviews captured insights into students' experiences and challenges with digital platforms. Using Nvivo 12 software, data analysis revealed significant improvements in students' narrative creativity and multimedia integration. Interactive storytelling techniques improved news script quality and promoted student engagement, independence, and adaptability in learning. Students valued the flexibility and real-time feedback of digital platforms, which allowed experimentation with storytelling techniques and self-paced learning. Despite these benefits, some students encountered challenges related to technical skills and media adaptation. Findings emphasize the value of interactive storytelling in journalism education, with potential applications in professional training for broadcast media, journalism workshops, and multimedia content creation.
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Ajitoni, Bukunmi Deborah. "Digital storytelling and cultural identity: The role of social media in contemporary narratives." Abuja Communicator: A journal of culture and media arts 4, no. 2 (2024): 89–101. https://doi.org/10.70118/tacj0007.

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In the digital age, storytelling transcends traditional forms, incorporating multimedia elements to forge a new narrative style: digital storytelling. This study explores the connection between digital storytelling and cultural identity, underscoring the role of social media in shaping contemporary narratives. Through an examination of storytelling’s evolution from oral and written traditions to digital forms, this study reveals how platforms like Facebook, Instagram, and TikTok foster the development and dissemination of cultural narratives. Using theoretical frameworks such as Media Ecology Theory, which analyses the media’s impact on human perception and social structure, and Cultural Identity Theory, which explores how identity is constructed and negotiated, the research examines how digital storytelling promotes cultural preservation, representation, and visibility while addressing issues such as cultural appropriation and misrepresentation. Additionally, Participatory Culture Theory provides insight into the collaborative nature of social media, illustrating how users collectively shape narratives. Through case studies, this study delves into the ethical implications and technological advancements influencing digital storytelling, offering a comprehensive view of the opportunities and challenges facing content creators and communities alike. The study contributes to a broader understanding of digital storytelling's impact on cultural identity, shedding light on how individuals and communities negotiate and redefine their cultural narratives within the digital space. The conclusion highlights the ongoing influence of social media on cultural identity. It proposes avenues for future research, advocating for interdisciplinary approaches to fully capture the complexities of digital storytelling and its cultural consequences. The study is a resource for examining the interplay between technology and cultural expression, offering insights into the future of storytelling in an increasingly globalised digital world
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V, Akalya, and Sambath Rani K. "Efficacy of Story-Telling Multimedia Package in Developing Selected Functional Words among Children with Hearing Impairment." International Journal of Emerging Knowledge Studies 03, no. 11 (2024): 881–86. https://doi.org/10.70333/ijeks-03-10-020-1.

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This research examined the effectiveness of a storytelling multimedia package in enhancing selected functional vocabulary among children with hearing impairment. A total of nineteen hearingimpaired students, aged between 5 and 15 years, were intentionally chosen from special schools in the Chennai district. A preliminary assessment was carried out before the intervention to determine initial performance levels. The participants then underwent ten weeks of targeted training utilizing storytelling multimedia, followed by a final test assessment. To assess the importance of the differences noted between the initial test and final test scores, a paired t-test was applied. The findings, deemed statistically significant at the 5% level, suggest that the storytelling multimedia package had a beneficial effect on the selected functional words of the students with hearing impairments.
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Littlefield, Christina. "Upping the Ante at Small Colleges: Utilizing Class Websites as Journalism Teaching Clinics." Journalism & Mass Communication Educator 73, no. 3 (2017): 308–21. http://dx.doi.org/10.1177/1077695817720761.

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Journalism as a field has been revolutionized toward online, interactive, and immersive storytelling experiences. Multimedia storytelling requires adaptive journalists who are always learning new skills. While many universities utilize student-led news organizations to train students, this article explores the added value of a journalism class website to further encourage students to develop their multimedia skills. It shows how Eric Newton’s teaching hospital vision can be brought to the classroom in clinic form by smaller, liberal arts colleges. This two-part case study showcases how a class website can spur deeper reporting and multidimensional storytelling at the introductory and senior levels.
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Dissertations / Theses on the topic "Multimedia storytelling"

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Obrador, Espinosa Pere. "Media aesthetics based multimedia storytelling." Doctoral thesis, Universitat Politècnica de Catalunya, 2011. http://hdl.handle.net/10803/33293.

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Since the earliest of times, humans have been interested in recording their life experiences, for future reference and for storytelling purposes. This task of recording experiences --i.e., both image and video capture-- has never before in history been as easy as it is today. This is creating a digital information overload that is becoming a great concern for the people that are trying to preserve their life experiences. As high-resolution digital still and video cameras become increasingly pervasive, unprecedented amounts of multimedia, are being downloaded to personal hard drives, and also uploaded to online social networks on a daily basis. The work presented in this dissertation is a contribution in the area of multimedia organization, as well as automatic selection of media for storytelling purposes, which eases the human task of summarizing a collection of images or videos in order to be shared with other people. As opposed to some prior art in this area, we have taken an approach in which neither user generated tags nor comments --that describe the photographs, either in their local or on-line repositories-- are taken into account, and also no user interaction with the algorithms is expected. We take an image analysis approach where both the context images --e.g. images from online social networks to which the image stories are going to be uploaded--, and the collection images --i.e., the collection of images or videos that needs to be summarized into a story--, are analyzed using image processing algorithms. This allows us to extract relevant metadata that can be used in the summarization process. Multimedia-storytellers usually follow three main steps when preparing their stories: first they choose the main story characters, the main events to describe, and finally from these media sub-groups, they choose the media based on their relevance to the story as well as based on their aesthetic value. Therefore, one of the main contributions of our work has been the design of computational models --both regression based, as well as classification based-- that correlate well with human perception of the aesthetic value of images and videos. These computational aesthetics models have been integrated into automatic selection algorithms for multimedia storytelling, which are another important contribution of our work. A human centric approach has been used in all experiments where it was feasible, and also in order to assess the final summarization results, i.e., humans are always the final judges of our algorithms, either by inspecting the aesthetic quality of the media, or by inspecting the final story generated by our algorithms. We are aware that a perfect automatically generated story summary is very hard to obtain, given the many subjective factors that play a role in such a creative process; rather, the presented approach should be seen as a first step in the storytelling creative process which removes some of the ground work that would be tedious and time consuming for the user. Overall, the main contributions of this work can be capitalized in three: (1) new media aesthetics models for both images and videos that correlate with human perception, (2) new scalable multimedia collection structures that ease the process of media summarization, and finally, (3) new media selection algorithms that are optimized for multimedia storytelling purposes.
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Alzamzami, Fatimah. "Towards Multimedia-Based Storytelling in Online Social Networks." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32521.

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Human activities can now be captured in real-time using sensor technology. The growth in sensor applications and smart mobile phones that come equipped with built-in sensors has led to the integration of sensors with social networks. These days, people are heavily dependent on online social networks (OSNs); they migrate their real-life activities online through various types of multimedia such as photos, videos, text, etc., which turns OSNs into a soft-sensory resource about users' events. The users use these forms of multimedia to tell their friends about their daily lives. This social network data can be crawled to build personal context-aware stories about individuals. However, the number of social users and the quantity of multimedia that is produced on social media are both growing exponentially, which leads to the challenge of information overload on OSNs. The information needed for stories, such as events and their locations, is not fully available on user's own profile. It is true that part of the information can be retrieved from the user's timeline, but a large number of events and related multimedia information is only available on friends' profiles. In this thesis, we focus on identifying a subset of close friends in order to enrich the content of the story. The amount of time people spend together has been proven to play a key role in determining close ties between people. We propose a DST (Days Spent Together) algorithm to find a user's closest friends based on the days they spent together interacting face-to-face. With the closest friends information, we are able to find additional information to complement what was found on the user's own profile, as well as to personalize the stories to ensure that they are only about the users and their closest friends. Due to the possibility of multimedia (photos in this thesis) overload for events, we propose to use the duration of events measured by DST, to determine the number of representative photos for each event. Our experiments show that the proposed approach could recognize the close friends of users and rank them from the strongest to the weakest. The results also show that with the proposed method we get days-spent-together values that are close to the corresponding true values provided by users.
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Lee, Hee Jung. "Storytelling of the Korean traditional dance "The Hahoe Mask" using interactive multimedia /." Link to online version, 2006. https://ritdml.rit.edu/dspace/handle/1850/2295.

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Radü, Jens [Verfasser]. "New Digital Storytelling : Anspruch, Nutzung und Qualität von Multimedia-Geschichten / Jens Radü." Baden-Baden : Nomos Verlagsgesellschaft mbH & Co. KG, 2019. http://d-nb.info/1192101944/34.

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Emter, Katelyn M. "Plot Twist: Improving Audience Reception Through Co-Creational Storytelling Strategy." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1556281301221124.

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Scully, Michael. "The Digital Incunabula: The Future of Storytelling in the Digital Age." Thesis, Salve Regina University, 2018. https://digitalcommons.salve.edu/dissertations/AAI10749063/.

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The term "incunabula" refers to the transition period that took place 50 years after Johannes Gutenberg introduced his printing press to the publishing world (1455 to 1505). In this thesis, I compare the first incunabula to the current "Digital Incunabula," which I believe is the 50-year transition underway as we assimilate traditional storytelling practices to a digital platform (1996 to 2046). To illustrate this, I review the histories of the literal age, the secondary orality and the digital orality before making some observations about our transition into multimedia storytelling. The paper reviews several key experiments in multimedia storytelling produced by The New York Times, The Rocky Mountain News and The Guardian among others. The paper reviews the influences of consumer electronic devices including tablet computers, augmented reality, virtual reality and artificial intelligence. It also reflects upon nonfiction narrative forms for written and oral communication media. The paper also considers aspects of copyright policy, public media policy and the influences of the "digital disruption." The paper concludes with some observations about the future of long-form, nonfiction storytelling as we move through the 21st century.
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Bakioglu, Burcu S. "The business of storytelling production of works, poaching communities, and creation of story worlds /." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3373494.

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Thesis (Ph.D.)--Indiana University, Dept. of Comparative Literature, 2009.<br>Title from PDF t.p. (viewed on Jul 6, 2010). Source: Dissertation Abstracts International, Volume: 70-10, Section: A, page: 3842. Adviser: Joan Hawkins.
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Holmquest, Broc Anthony. "Ludological Storytelling and Unique Narrative Experiences in Silent Hill Downpour." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363456341.

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Macfadyen, Alyx. "A methodology for the analysis of interactive narrative environments : a four-factor framework." Thesis, University of Ballarat, 2009. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/66537.

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Stories have been engaging humans for thousands of years, but in interactive narrative environments, the narrative is perceived to diminish as the source of engagement. One reason for this apparent diminution, is that in interactive environments there has been difficulty in understanding the relationship between design of the unfolding story, and the ability of a user within the story to alter the course of events. As yet there are no standard or accepted evaluative methods to understand interaction at a granular level, and to understand how stories and narratives flow across the expanse of technologies and mixed realities that characterise the way people communicate, share knowledge and are entertained. This thesis presents a novel methodology called the Four-Factor Framework, that takes as its premise that there are four fundamental elements in interactive stories and narratives that can be observed.<br>Doctor of Philosophy
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Roberts, David L. "Computational techniques for reasoning about and shaping player experiences in interactive narratives." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33910.

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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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Books on the topic "Multimedia storytelling"

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Miller, Carolyn Handler. Digital Storytelling. Elsevier Science, 2008.

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Planer, Rosanna. Two Decades of Multimedia Storytelling in Digital Journalism. Springer Fachmedien Wiesbaden, 2024. http://dx.doi.org/10.1007/978-3-658-44485-3.

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Brice, Adam. Digital storytelling. Curriculum Corp., 2009.

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Brice, Adam. Digital storytelling. Curriculum Corp., 2009.

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Terry, Anzur, ed. Power performance: Multimedia storytelling for journalism and public relations. Wiley-Blackwell, 2011.

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Sŏ, Sŏng-ŭn. T'ŭraensŭ midiŏ sŭt'orit'elling. K'ŏmyunik'eisyŏn Puksŭ, 2018.

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Miller, Carolyn Handler. Digital storytelling: A creator's guide to interactive entertainment. Elsevier/Focal Press, 2004.

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Hwang, Sŏn-t'ae. K'ŭraudŭ sosing wept'un sŭt'orit'elling. K'ŏmyunik'eisyŏn Puksŭ, 2018.

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Negri, Erica. La rivoluzione transmediale: Dal testo audiovisivo alla progettazione crossmediale di mondi narrativi. Lindau, 2015.

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Kobre, Kenneth. Videojournalism: Multimedia Storytelling. Taylor & Francis Group, 2017.

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Book chapters on the topic "Multimedia storytelling"

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Dunham, Richard Scott. "Video Storytelling." In Multimedia Reporting. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-6163-0_10.

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Dowling, David O. "Multimedia Narratives." In Immersive Longform Storytelling. Routledge, 2019. http://dx.doi.org/10.4324/9780429488290-2.

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Dionisio, Mara, Valentina Nisi, and Jos P. van Leeuwen. "The iLand of Madeira Location Aware Multimedia Stories." In Interactive Storytelling. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16638-9_19.

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Dunham, Richard Scott. "Artificial Intelligence, Virtual Reality and Computer-Driven Storytelling." In Multimedia Reporting. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-6163-0_14.

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Rudinac, Stevan, Tat-Seng Chua, Nicolas Diaz-Ferreyra, et al. "Rethinking Summarization and Storytelling for Modern Social Multimedia." In MultiMedia Modeling. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73603-7_51.

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Vrettakis, Ektor, Christos Lougiakis, Akrivi Katifori, et al. "The Story Maker - An Authoring Tool for Multimedia-Rich Interactive Narratives." In Interactive Storytelling. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62516-0_33.

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Planer, Rosanna. "Multimedia Stories Defined." In Two Decades of Multimedia Storytelling in Digital Journalism. Springer Fachmedien Wiesbaden, 2024. http://dx.doi.org/10.1007/978-3-658-44485-3_4.

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Lee, Youngho, Sejin Oh, Youngmin Park, et al. "Responsive Multimedia System for Virtual Storytelling." In Advances in Multimedia Information Processing - PCM 2005. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11581772_32.

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Garofalo, Vincenza, Emanuele Romanelli, and Chiara Vasta. "Animated Representations. Multimedia Techniques for Storytelling." In Lecture Notes in Networks and Systems. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-25906-7_126.

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Dionisio, Mara, Mary Barreto, Valentina Nisi, et al. "Evaluation of Yasmine’s Adventures: Exploring the Socio-Cultural Potential of Location Aware Multimedia Stories." In Interactive Storytelling. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27036-4_24.

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Conference papers on the topic "Multimedia storytelling"

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Boyarkina, I. "DIDACTIC IMPLICATIONS OF INTERSEMIOTIC TRANSLATION: ANALYSIS OF MULTIMEDIA STORYTELLING AS A DIDACTIC METHOD." In SAKHAROV READINGS 2021: ENVIRONMENTAL PROBLEMS OF THE XXI CENTURY. International Sakharov Environmental Institute, 2021. http://dx.doi.org/10.46646/sakh-2021-1-182-185.

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The paper analyses intersemiotic translation and multimedia storytelling through the prism of didactics. The paper analyses some key concepts in intersemiotic translation and multimedia storytelling, points out some difficulties in the field and indicates possibilities to overcome them to make multimedia storytelling an effective means of didactics. The paper emphasizes positive impact of multimedia storytelling on didactics. The author proposes further research actions to enhance the didactic value of intersemiotic translation and multimedia storytelling.
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Utami, Yenni Sri, Oliver Samuel Simanjuntak, and Agung Prabowo. "Strengthening Marketing Communication Through Multimedia-Based Storytelling Assistance." In LPPM UPN "VETERAN" Yogyakarta International Conference Series 2020. RSF Press & RESEARCH SYNERGY FOUNDATION, 2020. http://dx.doi.org/10.31098/pss.v1i1.198.

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Storytelling-based multimedia can be used as an alternative marketing communications MSMEs craftsmen Batik " Sekar Arum " in Desa Wukirsari , sub-district Imogiri, Kabupaten Bantul. Assistance is aimed to build self-reliance and improve the confidence of members and officials of SMEs craftsmen Batik " Sekar Arum " to strengthen the marketing communication through storytelling -based technology multimedia. Through storytelling, the " Sekar Arum " Batik craftsman group UMKM can easily communicate the results of their products. Strengthening marketing through a story packed with photos, videos, animation as multimedia content makes potential customers not only more interested and easier to identify batik craft products, without having to come directly to workshops/exhibition events but to form deeper relationships so that they are loyal to SME Batik "Sekar Arum" businesses and products. Multimedia-based storytelling marketing techniques can provide several benefits, including a) Increasing a more loyal relationship with consumers; b) Reaching a wider marketing area, and c) Providing education on Batik products to consumers. The presentation of storytelling through multimedia technology provides an advantage because marketing content is more varied, including text, animation, or video. This variation of content increases the attractiveness of 'Sekar Arum' Batik, thus enhancing its image.
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3

Jain, Ramesh. "Storytelling with Big Multimedia Data." In the First International Workshop. ACM Press, 2014. http://dx.doi.org/10.1145/2661714.2661715.

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Samčović, Andreja. "Multimedia Storytelling on the Web." In Sinteza 2022. Singidunum University, 2022. http://dx.doi.org/10.15308/sinteza-2022-144-151.

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Li, Nanxing, Bei Liu, Zhizhong Han, Yu-Shen Liu, and Jianlong Fu. "Emotion Reinforced Visual Storytelling." In ICMR '19: International Conference on Multimedia Retrieval. ACM, 2019. http://dx.doi.org/10.1145/3323873.3325050.

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Cao, Yiwei, Anna Hannemann, Ralf Klamma, Dejan Kovachev, and Dominik Renzel. "Mobile Multimedia Management for Community-Aware Storytelling." In 2010 Eleventh International Conference on Mobile Data Management. IEEE, 2010. http://dx.doi.org/10.1109/mdm.2010.70.

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Bilić, Marija, Tomislava Lauc, and Sanja Kišiček. "Learning Japanese script through storytelling and multimedia." In 7th International Conference The Future of Information Sciences INFuture2019: Knowledge in the Digital Age. Faculty of Humanities and Social Sciences, University of Zagreb Department of Information and Communication Sciences, FF press, 2020. http://dx.doi.org/10.17234/infuture.2019.18.

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Cheong, Yun-Gyung, Woo-Hyun Park, and Hye-Yeon Yu. "A Demonstration of an Intelligent Storytelling System." In MM '18: ACM Multimedia Conference. ACM, 2018. http://dx.doi.org/10.1145/3240508.3241396.

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Fan, Ruichao, Hanli Wang, Jinjing Gu, and Xianhui Liu. "Visual Storytelling with Hierarchical BERT Semantic Guidance." In MMAsia '21: ACM Multimedia Asia. ACM, 2021. http://dx.doi.org/10.1145/3469877.3490604.

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Qi, Mengshi, Jie Qin, Di Huang, Zhiqiang Shen, Yi Yang, and Jiebo Luo. "Latent Memory-augmented Graph Transformer for Visual Storytelling." In MM '21: ACM Multimedia Conference. ACM, 2021. http://dx.doi.org/10.1145/3474085.3475236.

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