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Academic literature on the topic 'Narrativ ljuddesign'
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Dissertations / Theses on the topic "Narrativ ljuddesign"
Rooth, Rasmus, and Jacob Westberg. "Ljuddesign för dynamiskt narrativ." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2319.
Full textDetta är en reflektionsdel till en digital medieproduktion
Sjöström, Bjarne. "Sound Mapping : Narrativ kartläggning och kreativitet i ljuddesign till rörlig bild." Thesis, Mittuniversitetet, Institutionen för elektronikkonstruktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-41989.
Full textBæckström, Henrik, and Jacob Felixson. "Dokumentären och det personliga uttrycket." Thesis, Blekinge Tekniska Högskola, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-981.
Full textNormell, Lukas, and Marcus Larsson. "Audionarratologi Inom Spel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20392.
Full textIn today's society where entertainment is becoming more digital, and it is becoming more common to listen to an audiobook instead of reading one yourself. The game media is one of the most popular forms of entertainment in today's society, we want to see how to make use of audionarrotolgy in video games. Audionarratology is the doctrine and study of the function of sound within a story and a narrative, the term is an umbrella concept from narratology which is the doctrine and study of narration. We've used audionarrotolgy to see how the sound can cooperate with a text-based solo adventure story game, because sound effects are usually not a focus in games of this genre. We have developed a text-based game without visual imagery and with a focus on text and sound, in order to perform research on the role of sound in a text-based game. We conducted a qualitative study to find out what the most optimal way to use sound to reinforce the story in a game. The program that was used to develop the game was Twine. The survey was conducted by respondents filling out a questionnaire and answering what they liked about the sound of the game and how it affected the story. With the help of the answers we have then made our own conclusions for how the sound can interact with the story. We came to the conclusion that having a good sound mix and even intervals for sounds and voices, would make the sound reinforce the narrative.
Wozniak, Robert. "Toward a Transdisciplinary Model of Highly Emotional Experiences in Narrative Media : An Inwards Sound Design Approach." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14620.
Full textMed den ständigt ökande mängden teorier designade för att hjälpa skaparen att framhävakänslor börjar vi nå en punkt där till och med den mest envisa åskådaren inte kan undgågreppet som film har på våra känslor. Tack vare multidisciplinär forskning om de kognitivaoch sympatiska strukturerna som står för uppbyggnaden utav känslor (Blincoe, 2011; Dolan,2002; Ekman, 1973; Panksepp, 2004), så har det byggts en bättre förståelse kring ämnet.Därav har en integrativ känslomodell blivit en realistisk proposition (Loui & Harrison, 2014).I denna uppsats föreslår jag att för att göra en sådan modell en succé så är förståelse förmålgrupp ett krav. Jag argumenterar för att varje projekt har unika kriterier som hittas hosindividen, snarare än i den generella förståelse för sinne och kropp, och dess appliceradekunskap i moderna designteorier. Den här vinkeln kräver nya verktyg, som jag försöker skapabaserat på Scherers (2001) Sequential Check Theory, i kombination med etnografiskametoder. I sin tur så testas verktygen på en lokal egendefinerad grupp som en introduktion förarbetssättet och datasamlandet. För att bevisa modellens transdisciplinära potential försökerjag applicera datan i ett verkligt ljuddesignkontext, där metoden hypotetiskt sett är mindreeffektiv än i tidigare stadier inom produktion, som skrivandeprocessen. För att genererakvalitativ data så har filmerna, i form av två pilotavsnitt i en serie, visats för gruppen. Ettavsnitt utan applicerad teori, och ett med ändringar enligt den insamlade datan och modellensriktlinjer. Avrundas med ett frågeformulär som berör de framhävda känslorna utav avsnitten.Detta står som en tillräcklig bas för diskussion, om än aningen otillräcklig för konkreta bevis.Uppsatsen avslutas med diskussion om potentiella framtida applikationer där modeller somdenna kan florera.
HYENOR
Nilsson, Louise, and David Andersson. "The Power of Audio narrative : Ljudberättelse som belyser nätmobbning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19951.
Full textIn this Bachelor Thesis we have used sound narrative only, to investigate how to illuminate the important topic, cyber bullying. We have gone through several sources of Audio storytelling with and without anything visual to support. The sources included everything we find important in storytelling, to create our own history and hopefully affect people. It’s important that the listener will recognize the sounds, so they do know what is happening. The story will not be unclear in the context for the listeners. Through this study, we want to affect people, to dare to talk about mental illness, so we have chosen X for Change as our design perspective. X for Change is based in the gaming world, but its thoughts and guidelines can be adapted within sound, as well as in according to our interpretation. We´ve accomplished this Bachelor Thesis, by creating a script and content through mind mapping and brainstorming. We collect information about mental illness by interviewing people about their experiences. The results of most of the interviews applied the feeling that kept coming back, which was loneliness, fear and jealousy like ‘why me, why not someone else’. For us it has been important to get the feelings right, through the sound effects and ambiences we have recorded, are the most important in this project, thanks to the techniques of Foley. We have used agile project methods to structure our work process in this Bachelor Thesis. The design process we used is divided into four parts, design phase I-III and the finished design. We will go from idea to the finished design. We will also present the choices we faced and the techniques we decided to use, specific parts of research that reflect what we have done, and why some changes made a positive result in the end. The result will be presented and our opinions on whatever we succeed or do not succeed in the relationship between the design, our question and our purpose. At the end of this essay we will discuss our critical review on this work by asking selected questions that we have made ourselves.
Andersson, Anders-Petter. "Interaktiv musikkomposition." Doctoral thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9771.
Full textLjudfiler till avhandlingens bilaga 1, http://musicalfieldsforever.com/dobedj_more.html; Videodokumentation av Do-Be-DJ, Interaktiv installation, http://musicalfieldsforever.com/dobedj_more.html; Videodokumentation av Mufi I och II, Interaktiv installation, http://musicalfieldsforever.com/mufi_more.html; Doktorandtjänsten finansierades av Interactive Institute; Musikinspelning finansierades av Framtidens Kultur genom Skiften på Malmö högskola
Interaktiv musikkomposition
Interactive Music Composition
Interaktiv ljuddesign
Interactive Sound Design
Musik och Hälsa
Music and Health
Nohage, Jesper, and Simon Danielsson. "Ljud i rörelse : Att framhäva ljudens berättande potential." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16605.
Full textWith this bachelor thesis we seek to expand the understanding and interest of the narrative potential in sound design. We aim to do this by applying a rhizomatic perspective to our design process and attempt to approach a non-linear design method. The rhizomatic perspective is used as a source of inspiration, a way of finding new narrative tools and solutions. The testing of sound design was made in a film production where we, as sound designers, made attempts to weave sound design into the whole course of the project and work proactively to create space for our design.