Dissertations / Theses on the topic 'Storyboard'
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Whitley, Marc Geoffrey. "Architectural Narrative through Spatial Sequencing." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83780.
Full textMaster of Architecture
Svenblad, Hampus, and Josefin Bengtsson. "Ideation through visualization : – The use of Storyboard as a preparing tool." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24270.
Full textProblemformulering Idégenerering i grupp används idag av många, ofta som ett verktyg för att kunna skapa nya och innovativa sätt för att lösa problem och skapa förändring. Det finns svårigheter för grupper att gå från det som författarna kallar inspirationsfasen vidare till idégenereringsfasen, då information och tankar fortfarande inte är fastställda. Författarna menar att denna process går att underlätta genom att tillföra konkreta verktyg anpassade och testade för idéutvecklingsprocessernas olika faser. Anledningen är att främja konkretisering av flyktiga och svårtolkade tankar i form av inspiration och information. Syfte Studiens syfte är att undersöka hur verktyget Storyboard, tidigare använt inom filmindustrin kan användas som konkretiseringsverktyg inför en idégenerering i en gruppkonstellation? Metod För att samla in empirisk data har författarna, tillsammans med fyra andra facilitatorer, genomfört 24 st. DO TANK:s för innovationstävlingen Smart Lunch. Detta empiriska material har sedan analyserats med hjälp av teorier kopplade till ämnet. För att få ytterligare empirisk information har författarna utfört en öppen dialogintervju med facilitatorerna. Slutsatser Studien visar att det med fördel går att använda verktyget Storyboard för att konkretisera och samla en grupps tankar inför en idégenrering. Vidare anser författarna att detta möjliggör en effektivisering av idégenrereringsprocessen då denna blir mer fokuserad när gruppen är enig.
Guerra, Cecília Vieira. "Avaliação do storyboard e da metodologia de desenvolvimento do courseware ser(e)." Master's thesis, Universidade de Aveiro, 2007. http://hdl.handle.net/10773/4879.
Full textA falta de Courseware para a aprendizagem das Ciências no 1º Ciclo do Ensino Básico (CEB), concebidos no âmbito da Educação para o Desenvolvimento Sustentável, numa perspectiva de Ensino por Pesquisa, determinou a organização de uma equipa multidisciplinar, constituída por elementos com diversas competências (ao nível da Didáctica das Ciências, da Tecnologia Educativa e de Design), para o desenvolvimento do Courseware Sere “O Ser Humano e os recursos naturais”. Ajustando alguns princípios de desenvolvimento de software, particularmente de Design Centrado no Utilizador (DCU), o trabalho da equipa multidisciplinar centrou-se na concepção da ideia inicial do recurso didáctico, o storyboard do Courseware Sere, que integra várias tipologias de software com as actividades didácticas. Tendo em conta premissas do DCU e de usabilidade, nomeadamente o papel central da avaliação ao longo do processo de desenvolvimento do Courseware Sere procurou-se encontrar respostas para duas questões de investigação: i) Quais as percepções positivas e/ou negativas de “avaliadores externos” relativamente ao storyboard? ii) Que potencialidades e/ou constrangimentos emergiram da metodologia adoptada para o desenvolvimento do Courseware Sere? A investigação realizada foi de índole qualitativa e do tipo Investigação e Desenvolvimento (I&D). No que respeita às técnicas para a recolha de dados, foram potenciadas a observação participante do investigador, através da realização de diários do investigador ao longo do processo de desenvolvimento do Courseware Sere, e o inquérito por entrevistas e por questionários. A análise dos dados recolhidos possibilitou apurar os aspectos positivos do Courseware Sere, que se centram, principalmente, ao nível do potencial educativo deste recurso para o processo de ensino e aprendizagem das ciências, bem como nos aspectos pensados para a interface e navegação do recurso. Todavia, os “avaliadores externos” identificaram aspectos negativos do ponto de vista didáctico, nomeadamente ao nível da concepção didáctica de alguns cenários, cuja exploração poderá criar estereótipos e preconceitos. Foi ainda possível verificar potencialidades no trabalho em equipa multidisciplinar como, por exemplo, a apropriação de competências tecnológicas e didácticas de vários elementos, para a concepção do storyboard. Porém, foram identificados problemas ao nível do trabalho da equipa como, por exemplo, a dificuldade de comunicação entre os vários elementos. A participação de “avaliadores externos” também foi identificada como um aspecto positivo na etapa de avaliação do storyboard do Courseware Sere. Assim, considera-se que o estudo efectuado contribuiu para a melhoria, por um lado, do storyboard e, por outro, da estratégia de desenvolvimento do Courseware Sere, prévia à etapa de concepção tecnológica.
The lack of courseware for Sciences’ teaching and learning in Primary School level, conceived according to Education for Sustainable Development approach, was the reason that determined the organisation of a multidisciplinary team with different competences (on Science Education, Educational Technology and Design) for the development of the Courseware Sere “The Human Being and natural resources”. Thus, adjusting some principles of software’s development, mainly as far as User Centred Design (UCD) is concerned, the team conducted the conception of the initial idea of the didactical resource, the Courseware Sere storyboard, which integrated several software typologies within the didactic activities. Having in mind the UCD’s principles and the usability, namely the crucial role played by the evaluation through the Courseware Sere development process, one intended to find some answers to two research questions: i) Which are the positive and/or negative perceptions of “external evaluators” concerning the storyboard? ii) Which are the potentialities and constraints emerged from the methodology adopted in the development of the Courseware Sere? The methodology adopted is of qualitative kind and of Research and Development nature. As far as data collection is concerned, one chose participant observation, analysing researcher’s diaries throughout the process of Courseware Sere development, as well as interviews and questionnaires. Data analysis allowed us to identify the positive aspects of Courseware Sere, which are related to the educational potential of such a resource in the teaching and learning of Sciences and the interface nature of such product. However, the “external evaluators” also identified negative aspects, mainly connected to the conception of some scenarios which may convey some stereotypes and prejudices. It was also possible to verify the potentialities of the work within a multidisciplinary team, for example, concerning the know-how appropriation of several elements for the conception of the storyboard. The participation of “external evaluators” was also identified as a positive aspect in the stage of Courseware Sere storyboard evaluation. However, there were identified some problems as far as team work was concerned, mainly related to the communication amongst its members. We believe that the study undertaken contributed to the improvement of the storyboard, as well as of the strategy adopted in the development of Courseware Sere, previous to the technological conception stage.
Yates, Simon Innes. "Dimensions Variable: Art and Invention." Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15070.
Full textSingh, Rishabh. "Storyboard programming of data structure manipulations : a picture is worth 20 lines of code." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/60187.
Full textIncludes bibliographical references (p. 67-69).
We introduce Storyboard Programming, a new programming model that harnesses the programmer's visual intuition about a problem to synthesize a correct implementation. The motivation for our technique comes from the domain of data-structure manipulations. In this domain, programmers often think in terms of abstract graphical visualizations but have a hard time translating that intuition into low-level pointer manipulating code. We aim to bridge this gap and show that it is possible to derive the low-level implementation automatically from the graphical specifications with little additional input from the programmer. The storyboard in our programming model consists of a series of scenarios which show how the data-structure evolves under different conditions. We present two novel algorithms to synthesize the code from the storyboards. The algorithms derive an abstract domain and a set of correctness conditions automatically from the storyboards. The synthesizer uses the abstract domain to perform abstraction guided combinatorial synthesis. The resulting program is guaranteed to satisfy the correctness conditions derived from the storyboard, and to conform to the high-level structure specified by the programmer. We have implemented our framework successfully on top of the SKETCH system. Our implementation is capable of synthesizing several interesting data-structure manipulations such as insertion, deletion, rotation, reversal over linked list and binary search tree data structures.
by Rishabh Singh.
S.M.
Russell, Diane. "Du storyboard au storyboardeur : étude comparative d'une activité cinématographique en France et aux États-Unis." Thesis, Paris 3, 2011. http://www.theses.fr/2011PA030067.
Full textThe starting point of this work involves a quantitative analysis of the object »storyboard » applied on a large corpus. The taxonomy here established, crossed witha qualitative approach, allows one to reveal communication codes and invariantsinherent to this preproduction device. This first leads to the definition of the toolstoryboard among other film preparation drawings. The classification of the dataaccording to its period then brings a new perspective to the analysis: it is through theobject, vestige of its own story and vector of ideas, from which are drawn the socialinteractions and the professionalization of those who manufacture it. The studyconcerns two different conceptions of the storyboarding practice, on both sides of theAtlantic Ocean
Hagberg, Lisa. "Onlinebokning med användarupplevelsen i fokus." Thesis, Högskolan i Gävle, Avdelningen för bygg- energi- och miljöteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-27802.
Full textBaldwin, Frances Novier. "The Passage of the Comic Book to the Animated Film: The Case of the Smurfs." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84167/.
Full textNikoo, Elham. "Come with Me." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82404.
Full textMaster of Fine Arts
Braga, Pedro Henrique Cacique. "Slap: uma linguagem visual para geração semiautomática de animações a partir de storyboards." Universidade Presbiteriana Mackenzie, 2017. http://tede.mackenzie.br/jspui/handle/tede/3395.
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Digital animations development is a process that covers different knowledge areas and pursuits to connect computational processes with authors’ creative ability. Creation tools existent in the market require a wide knowledge of animation principles and also present a dense learning process. For the sake of the learning curve simplification in order to get faster results, inspiration in traditional cinema and in artificial intelligence systems to create new methods is sought. In animations preproduction steps, generating faster animations (animatics) in order to get script understanding is necessary. The creation basis of those animations is the document known as storyboard, which displays visually movies plots and scene compositions. This work presents the proposition of the language SLAP (Storyboard Language for Animation Programming), which purpose is to unify different visual representations of scenic elements contained in storyboards. A formal grammar is developed for this new structure and a novel storyboards creation method is proposed in order to optimize and unify pre-production learning process. SLAP interpretation is capable of producing semiautomatic animations in several levels of complexity, elevating the ordinary storyboard to an animated document. The prototype of the tool SLAP Editor is also presented as a proof of concept and validation of the language, which uses artificial intelligence and digital image processing concepts to recognize the visual language developed. Results of user experience evaluation tests with different preproduction experience levels are also analyzed.
O desenvolvimento de animações digitais é um processo que envolve diferentes áreas do conhecimento e busca facilitar o uso de instrumentos computacionais para ampliar a capacidade criativa de autores. As ferramentas de criação do mercado requerem um vasto conhecimento dos princípios de animação e apresentam um processo de aprendizagem denso. Com o intuito de simplificar a curva de aprendizagem para que sejam obtidos resultados rápidos, busca-se inspiração no cinema tradicional e nos sistemas de Inteligência Artificial para criação de novos métodos. Na etapa de pré-produção de animações é necessário gerar animações rápidas (animatics) para entendimento do roteiro. A base de criação destas animações é o documento conhecido como storyboard, que apresenta de forma visual o enredo e a composição das cenas do filme. Este trabalho apresenta a proposta da linguagem SLAP (Storyboard Language for Animation Programming), que tem como objetivo unificar as diferentes representações visuais de elementos cênicos contidas nos storyboards. A gramática formal para esta linguagem permite um novo método de criação de storyboards a fim de otimizar e unificar o entendimento do processo de pré-produção. A interpretação da SLAP é capaz de produzir animações semiautomáticas de variados graus de complexidade, elevando o storyboard comum a um documento animado. Apresenta-se ainda o protótipo da ferramenta SLAP Editor, como prova de conceito e validação da linguagem, que utiliza conceitos de inteligência artificial e processamento digital de imagens para reconhecimento da linguagem visual criada. Também são analisados os resultados de testes com usuários de diferentes graus de experiência na pré-produção.
Bengtsson, Philip. "Previsualisera Filmteknik : En insikt i att skapa och tolka en teknisk previs." Thesis, Högskolan Dalarna, Bildproduktion, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:du-5589.
Full textWikström, Anders. "Storyboarding : Framing and Reframing Opportunities in the Front-Front end of Innovation." Doctoral thesis, Mälardalens högskola, Innovation och produktrealisering, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-20882.
Full textDenna avhandling föreslår att design och visuellt tänkande i kombination med narrativ teori kan bidra till en bättre förståelse och ledning av innovationsprocesser. Framför allt med fokus på användningen av storyboarding för att stödja en bättre definition av ett projekts uppdragsbeskrivning, eller som det kallas en ”brief”. Tidigare innovationsforskning har visat att de inledande faserna av innovationsprocesser (vanligen kallad “the front end of innovation”) är av avgörande betydelse för att innovationer skall nå framgång. En ordentligt utformad ”brief”, formulerad tidigt, i de inledande faserna av innovationsprocessen är således en av de mest relevanta händelserna för framgångsrikt innovationsarbete. Denna forskning bidrar till kunskap i de tidiga faserna av innovationsprocessen genom att utveckla och utvärdera en ny metod för att utveckla en ”brief”, storyboarding. Först så har en explorativ metodik använts för att skapa förståelse för de tidiga faserna av innovation och hur metoder och teorier från design, visuellt tänkande och narrativ kan ge nya insikter i teamarbete. I denna explorativa del så har fallstudier använts som forskningsstrategi. Därefter så har mitt sökande efter förståelse fokuserats på användningen av storyboarding som ett verktyg för reflektion, och i synnerhet att formulera och omformulera inramningen av möjligheter för innovation. Slutligen, för att skapa en djupare förståelse av storyboarding, så har tre hypoteser utvärderats med hjälp av ett antal experiment med mer än 60 personers deltagande där team utvecklar en ”brief”. I dessa experiment så har Storyboarding använts för att stödja teamens “tänkande” för att utveckla en ”brief”. Med andra ord så har Storyboarding setts som en process för att möjliggöra för team att tänka annorlunda eller mer exakt, snarare än bara ett verktyg för att representera eller för att kommunicera en ”brief”. Experimenten visar att användningen av Storyboarding har ett antal effekter som kan stödja ledning av innovation. För det första kan vi se att Storyboarding kan vara användbart om man vill “stimulera” reflektion kopplat till innebörd (meaning) när man utvecklar en ”brief”, dvs. när man vill att ett team ska överväga både funktionella så väl som känslomässiga/symboliska faktorer i en innovationsprocess. För det andra så skapar storyboarding en ”smalare” definition, jämfört med traditionella skriftliga ”briefs”, inom det av ledningen valda fokusområde. Detta kan vara önskvärt när ledningen söker efter nya möjligheter för innovation.
Gillespie, Cynthia Ann. "Evaluating an Educational Initiative for Postsurgical Vascular Patients." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/6432.
Full textRahim, Normaliza Abd. "The impact of learner involvement in materials and task design on motivation in learners of English : an investigation focusing on storyboard software at University Putra Malaysia." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.424266.
Full textOm, Chimi. "Designing interactive technologies to enhance nature engagement for children in urban Bhutan." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/231051/1/Chimi_Om_Thesis.pdf.
Full textLindqvist, Sheila. "Evaluation of User Interface to Improve Documentation within the Elderly Care System." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-98503.
Full textRontani, Maurizio. "Patrimonito: a visual storytelling of World Heritage from and for children." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23123.
Full textManoukian, Hagob. "Monuments of The Ones Before." Thesis, KTH, Arkitektur, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298724.
Full textARAUJO, EDUARDO CRUZ. "DESIGNING APPLICATIONS FOR IDTV WITH INTERACTIVE STORYBOARDS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=20948@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
A adoção do middleware Ginga como padrão para a TV digital interativa vem se concretizando tanto no Brasil quanto em boa parte da América Latina. Mesmo assim, as possibilidades criadas pelo padrão ainda são pouco exploradas pelos produtores de conteúdo. Grande parte das aplicações interativas veiculadas atualmente vem se restringindo a aplicações com conteúdos adicionais com pouca ou nenhuma relação com o conteúdo do vídeo principal. Em parte, isso se deve ao fato do produtor de conteúdo não está habituado a pensar na interatividade durante a etapa de planejamento do vídeo principal da aplicação. Este trabalho apresenta uma ferramenta que permite aos autores de aplicações interativas para TV digital projetar suas aplicações por meio de storyboards interativos. Dessa forma, várias alternativas de interação e leiaute podem ser testadas antes mesmo da produção do conteúdo final, e tanto a interatividade quanto o conteúdo do vídeo principal podem ser pensados juntos. Assim, programas interativos mais ricos podem ser produzidos, em que, por exemplo, o telespectador possa decidir o destino de um determinado personagem ou o andamento de um filme. Além disso, uma vez que todo o conteúdo audiovisual foi pensado e produzido, ele pode ser incorporado à ferramenta permitindo ao projetista fazer os últimos ajustes e, por fim, gerar a aplicação final, sem qualquer conhecimento em linguagem de programação.
The adoption of the middleware Ginga as standard for interactive digital TV is becoming increasingly established in Brazil and in much of Latin America. However, the possibilities created by the middleware are still not well explored by content producers. Much of the currently interactive applications broadcasted has been restricted to just applications with the additional content with little or no relation with the main audiovisual content. Among other factors, when the author is interested in the design of interactive content from the design stage of audiovisual content, would favor the appearance of truly interactive programs, in which, for example, the viewer could decide the destiny of a particular character or the end of a film according to their preferences. This work presents a tool that allows authors of interactive applications for digital TV to design your application using interactive storyboards. Thus, several alternative interaction and layout can be tested even before the production of all audiovisual content, and much interactivity as the main video content can be thought together. Thereby, much richer interactive programs can be made, in which, for example, the viewer may decide the fate of a specific character or the progress of a movie. Moreover, since all final audiovisual content were produced, it can also be incorporated into the tool in order to make the final adjustment and generate the final application, without any knowledge of programming languages.
Ståhl, Sally. "Strokekedjan från början till slut : En etnografisk studie om farlighet och tid i en akut vårdkedja." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78636.
Full text30 000 people in Sweden get a stroke every year. This leads to large personal adaptions as well as high costs for the society. The most efficient treatment, thrombolysis, must be given as soon as possible to have a good effect. At the same time it is very important to find out if the patient has any differential diagnosis that can make the treatment hazardous. This study investigates how the course ov events around acute stroke patients take place and important factors for the decision making. The studiy is based on ethnographic field studys on four swedish hospitals. The material is analysed with methods from joint cognitive systems and goal-oriented design. The results show that in spite of different organisation of the course of events around acute stroke patients are the processes and direct communication most successful for effective spread of information between the processes. The neurologist on call is an important roll who, as well as the rest of the participants in the course of events, balances the decision making between efficiency and thoroughness. The combination of analysis gives results on both system- and individual levels. Possibilites for improvents are given in three categories: logistic, technological and organizational.
Forsyth, Jason Brinkley. "Exploring Electronic Storyboards as Interdisciplinary Design Tools for Pervasive Computing." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/73538.
Full textPh. D.
Parry, John. "A study of an innovation in the form of multimedia technology within environmental education." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.340776.
Full textMatthews, Timothy. "Sketch-based digital storyboards and floor plans for authoring computer-generated film pre-visuals." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1008430.
Full textEricsson, Calina. "Från teckning till färdig produktion : en studie av storyboards inom spelfilm och animerad film." Thesis, Karlstads universitet, Estetisk-filosofiska fakulteten, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-31172.
Full textMirza-Babaei, Pejman. "Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/47858/.
Full textJansson, Sara, and Mikael Johansson. "Från serier till framgång : Fungerar storyboards för att förmedla krav till systemutvecklaren, i ett utvecklingsprojekt?" Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18527.
Full textUppsatsnivå: C
Blatter, Janet. "Drawing inferences : drawing, discourse, and spatio-motor representation in an animation storyboarding activity." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=85131.
Full textBoth qualitative discourse and quantitative analyses were undertaken to associate the individual discourse modality in co-occurring external representations (speech, gesture, or drawing), with spatial and motion ideas required to understand the storyboard. The results showed that (a) most modalities did not consistently or uniquely represent specific types of spatial and motion ideas, (b) representations frequently demonstrated a mismatching between spoken and gestured or drawn ideas, (c) spatial representation in particular required the artists to represent specific goal domains as contexts that determined the frame of reference and local sense of the representation, and (d) a more complex drawing style was used at the beginning of the problem than in the latter solution stages.
These findings are discussed in terms of the artists' (a) flexibility needed to traverse between 2-D and 3-D imagined worlds requiring the representation of different spatial coordinate systems, (b) handling of the modalities in visual discourse as supporting this flexibility, and (c) strategic use of drawing styles to assist inferring 3-D dynamic action from an incomplete, 2-D, static storyboard. The study demonstrates the importance of considering activity goals and interacting semiotic modalities as contributing to the knowledge needed to represent and infer space and motion. These findings are significant to research on the knowledge and tools used to infer space and motion from static visual displays in authentic collaborative design activities, and have implication for research on technologies and environments supporting collaborative visual thinking in design settings.
Marques, Neto Manoel Carvalho. "Contribuições para a Modelagem de Aplicações Multimídia em TV Digital Interativa." reponame:Repositório Institucional da UFBA, 2013. http://www.repositorio.ufba.br/ri/handle/ri/8144.
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Os programas para TV Digital Interativa (TVDI) são aplicações multimídia cujo desenvolvimento envolve um conjunto de recursos, tecnologias e pessoas diferente daquele encontrado em um ambiente de TV convencional. A definição de processos e métodos voltados para modelagem de programas para TVDI ainda pode ser considerado um problema em aberto. A maior parte dos trabalhos relacionados a TVDI não apresenta soluções para questões como: reuso, estruturação de requisitos etc. Esta tese apresenta um modelo, chamado de StoryToCode, que permite a especificação de programas para TVDI. Primeiro, o StoryToCode permite a transformação de um storyboard em uma descrição abstrata de um conjunto de elementos que compõem o storyboard. Depois disso, o StoryToCode transforma esses elementos em código-fonte para uma linguagem de programação específica. No StoryToCode um componente de software é tratado como um elemento especial que pode ser reutilizado em outros contextos (web, celular etc.). O StoryToCode permite o projetar e implementar de uma aplicação, independente do contexto, considerando as particularidades de um programa para TVDI
Salvador
Pinheiro, Rejane. "Participação de aprendizes no processo de concepção de interfaces : uso de storyboards para apoiar a construção de modelos de tarefa e de prototipos." Universidade de Fortaleza, 2005. http://dspace.unifor.br/handle/tede/69835.
Full textNowadays the importance of the area of Human-Computer Interaction (HCI) in the construction of interactive computational systems is noticed each time more, however when it is intended to use the knowledge of this area in the pedagogical context to make possible an improvement in the generation of interfaces, it is perceived a scarcity of works associates to the integration of these areas for mutual benefits. Ahead of the scene above, this work aims at the development of a methodology that support the work of groups of pupils mediated for the professor, having as main goal the knowledge construction, through the use of storyboard. The use of storyboards allows the apprentice to express the content searched in the form of interactive sketches. The described methodology possesses one another source that it makes possible to integrate this construction of knowledge of groups of apprentices to the interfaces conception process. The link of communication between the context Pedagogical and HCI is in the possibility to use storyboards constructed by the apprentices in the classroom, to facilitate to the work of designers in the construction of tasks models; and on the basis of the visual characteristics and of navigation of these storyboards and the Tasks Model (TM) associate, to allow the designer the conception of interface prototypes. The application of this methodology, as well as its validation, had occurred during the development of projects carried through in three groups of students of the Centro Federal de Educação Tecnológica do Ceará CEFET-CE. Two groups were of average education and a group was of superior education. The reached results had evidenced an active participation of the groups of apprentices in the construction of the interactive sketches, providing a lower cognitive effort the designer in the development of tasks models and the corresponding prototypes.
Nos dias de hoje, nota-se cada vez mais a importância da área de Interação Humano-Computador (IHC) na construção de sistemas computacionais interativos, porém, quando pretende-se utilizar os conhecimentos desta área no contexto pedagógico para possibilitar uma melhoria na geração de interfaces, percebe-se uma escassez de trabalhos associados à integração destas áreas para benefícios mútuos. Diante do cenário acima, este trabalho visa o desenvolvimento de uma metodologia que apóie o trabalho de grupos de alunos mediados pelo professor, tendo como meta principal a construção de conhecimento, através do uso de storyboard. O uso de storyboards permite ao aprendiz expressar o conteúdo pesquisado na forma de esboços interativos. A metodologia descrita possui uma outra vertente que possibilita integrar esta construção de conhecimento de grupos de aprendizes ao processo de concepção de interfaces. O elo de comunicação entre as visões Pedagógica e de IHC está na possibilidade de utilizar os storyboards construídos pelos aprendizes na sala de aula, para facilitar o trabalho de designers na construção de modelos de tarefas; e com base nas características visuais e de navegação desses storyboards e do Modelo de Tarefas (MT) associado, permitir ao designer a concepção de protótipos de interface. A aplicação desta metodologia, bem como a sua validação, ocorreram durante o desenvolvimento de projetos realizados em três turmas de alunos do Centro Federal de Educação Tecnológica do Ceará CEFET-CE. Duas turmas eram do ensino médio e uma turma era do ensino superior. Os resultados alcançados evidenciaram uma participação ativa dos grupos de aprendizes na construção dos esboços interativos, proporcionando um menor esforço cognitivo ao designer no desenvolvimento de modelos de tarefas e dos protótipos correspondentes.
Tobin, Peter Kevin Joseph. "The use of stories and storytelling as knowledge sharing practices a case study in the South African mining industry /." Thesis, Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-07302006-065725.
Full text"A Multi-user storyboard-based authoring system." 1997. http://library.cuhk.edu.hk/record=b5889214.
Full textThesis (M.Phil.)--Chinese University of Hong Kong, 1997.
Includes bibliographical references (leaves 64-65).
TABLE OF FIGURES --- p.i
Chapter 1 --- INTRODUCTION --- p.1
Chapter 1.1 --- Contributions --- p.4
Chapter 1.2 --- Thesis Organization --- p.5
Chapter 2 --- BACKGROUND --- p.6
Chapter 3 --- THE MUSAS AUTHORING SYSTEM --- p.11
Chapter 3.1 --- The Storyboard-based Authoring System and Extension --- p.11
Chapter 3.2 --- The Editor-Authors Hierarchy --- p.18
Chapter 3.3 --- The Multi-agents Architecture --- p.22
Chapter 3.3.1 --- The RESAgent --- p.22
Chapter 3.3.2 --- The SalesAgent --- p.31
Chapter 3.3.3 --- The WatcherAgent --- p.36
Chapter 3.3.4 --- The NeedleAgent --- p.38
Chapter 4 --- IMPLEMENTATION --- p.42
Chapter 4.1 --- The Project Builder --- p.42
Chapter 4.2 --- The Timetable Editor --- p.46
Chapter 4.3 --- The Multi-agents Architecture --- p.47
Chapter 4.4 --- The WatcherAgent --- p.49
Chapter 4.5 --- The SalesAgent --- p.49
Chapter 4.6 --- The RESAgent --- p.50
Chapter 5 --- CASE STUDY --- p.53
Chapter 6 --- FUTURE WORK --- p.60
Chapter 7 --- CONCLUSION --- p.62
REFERENCES --- p.64
Chapter APPENDIX A --- INSTALLATION PROCEDURE --- p.66
Chapter APPENDIX B --- THE USER'S MANUAL --- p.67
Chapter APPENDIX C --- CLASS DIAGRAMS --- p.90
Chapter APPENDIX D --- THE PROGRAMMER'S GUIDE --- p.99
chi, Hsing-kuan, and 紀冠行. "The Storyboard Design Method For Interior Design." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/80878607510118415989.
Full text中原大學
室內設計研究所
94
On the stance of personal experiences, it should be of little demanding to parallel the gay brought about by exquisite melodies and movies to that in interior spaces. Likewise, we may as well regard the role of interior designer as a composer, a choreographer, a play writer, or a movie director who conducts users, space frames, and furniture a show on the stage settings according to the musical notes, wonders, and fantasies bear in his mind. But there is no telling if the show would be amusing to the audience if the conductor had not thoughtfully sorted out the “storyboard” from the standpoint of users’ perspectives, preferences, visions, paths, and perception. In lieu of the much blamed monotonous design outcome, the employment of storyboard in interior design is meant to turn designers’ habitual use of static frame presentation into a series of sequential, focused views forming proper configuration of complex, figure/ground and major/subordinate contrasts, or even intriguing juxtapositions of Post Modernist, metaphoric, and contradictory place to diverse users. The objective of this research, thus, is to construct a useful design method which could holistically imbed the above mentioned parameters. To achieve the objective, this study shall be conducted in four separate stages. They are, first, to carry out literature review of theories and findings pertinent to environmental user groups, needs, and the way to transform such information into scenario-oriented scripts. Second, this study would collect and review cases and theories underlying paradigm shift and creative problem solving techniques. Third, the theories and formats of storyboard presentation techniques shall be collected and analyzed to elicit that applicable to interior designers. Finally, this study would present the design method founded on the findings of previous stages.
Tsai-YunMou and 牟彩雲. "Storyboard driven method in the development of animation content." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/18694234237358010280.
Full text國立成功大學
創意產業設計研究所
101
In film and animation production, scriptwriting and story development have been a critical stage that few talents could create good and appealing stories. This research focuses on a new method in the development of story content which could shorten the creation process and arouse new ideas. Through implementing digital storyboarding for direct story creation, a reversed model of animation process, this research examines the feasibility of this method and discusses its pros and cons in story development, story structure and implications for animation education. Two phases of experiments were conducted to explore this reversed model. The first phase was a pretest of participants' creativity, which was a base for further examination the relationship between personal creativity and story design performance. Torrance Tests of Creative Thinking(TTCT)which has empirical reliability and validity, was adopted and two divergent thinking tasks of TTCT - unusual uses task and picture construction task were executed. The second phase was an experiment by using a digital storyboarding system - Crazy Talk Animator to create a story without written script. The final storyboards were both self-evaluated and expert judged through questionnaire and interview to investigate whether this reversed model meets the story structure design. The results showed that storyboarding as the method in creating animation content is workable and time saving. Personal creativity quotient did not have high correlation with story design performance. However, novice designers with higher figural elaboration characteristic in TTCT task also showed better performance in story design. Participants regarded the storyboard driven method of content creation as helpful in visualizing and revising their creative ideas. Novices considered this method as easy while experts thought it as difficult for practice. In their design results, we found that a good story structure could still be created with storyboard driven method. Compared with the traditional process, the contributions of this model were more on the story climax, resolution, and plot. The findings of this study can assist in structured story development for novice designers.
Jui-FengChang and 張瑞峰. "Adding Contemporary Values Design of Storyboard based on Historical Content." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/16848148650198171708.
Full text國立成功大學
工業設計學系
103
In recent years, there are many creative products which are developed domestically and overseas based on historical content stories. These products brought much entertainment enjoyments, educational learning, and wonderful experiences. However, different time and space backgrounds and angles of views will affect people’s interpretation of the historical content. The values being conveyed and caroled in the past do not fully comply with the current values but sometimes generate negative effects. For example, Chinese famous stories of “The Twenty-four Filial Exemplars”, “Qu Yuan jumped off river”, etc. carried the old thinking of the feudal society to a large extent. Since a story is one of the ways for schoolchildren to understand the world, reading historical content stories with negative point of view will make schoolchildren imitate the inadequate behaviors in the content and learn the negative point of view of the old time. This caused adverse effects during the personality development of schoolchildren. Therefore, this study is based on the “wish-oriented innovative design model” in combination with the conceptual method of content designs so as to develop the method of “Adding Contemporary Values Design of Storyboard based on Historical Content”. This model is to re-write the inadequate historical content stories with the thinking of contemporary values. From the educational aspect, this approach brings positive effects to young schoolchildren. For the entertainment and design related industries, it can derive more meaningful and innovative economical products. This design model includes six operational steps and its thinking process is as follows. (1) Find historical content stories which do not comply with the value of contemporary and confirm that these content stories can be re-interpreted; (2) Analyze its content structure so as to clarify the behavior, belief, and fact of the content; (3) Invert the behavior and belief with uncertain facts; (4) Rebuild the historical content stories by the reverted content. After the actual interpretation of eight historical content stories, it was proven that this design model can invert the characters’ belief and behavior which did not comply with those of the contemporary into solutions with innovative contemporary values and re-interpret the historical content stories. It was known from the professional interviewing that after the schoolchildren read the re-interpreted historical content stories, their value and thinking were transformed and this approach has a positive effect on the knowledge learning, diversified thinking, and personality development.
Peng, Yung-Te, and 彭永德. "A Study on Critical Factors Affecting Computer Assisted Instruction Courseware Storyboard Planning." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/96780382238964606645.
Full text淡江大學
資訊管理學系
85
Title of Thesis: A Study on Critical Factors Affecting Total pages: 71 Computer Assisted Instruction Courseware Storyboard Planning Keyword: CAI (Computer assisted instruction), courseware, storyboard Name of Institute: Graduate Institute of Information Management Tamkang University Graduate date: June, 1997 Degree conferred: Master Name of student: Yung-Te Peng Advisor: Dr. Shun-Chin Hsieh 彭永德 謝順金 博士 Abstract: Computer-assisted instruction is thought to be important instructional technology nowadays in Taiwan. The key point of the courseware development is focused on storyboard planning. The purposes of the research are to study the critical factors affecting CAI courseware storyboard planning and the problems confronted during courseware planning. By way of investigating, ten (10) CAI company courseware developers were conducted to determine the factors that contributing to the success of CAI courseware planning. Three hundred and forty- five (345) questionnaires were also mailed to elementary school teachers and junior high school teachers, who were received training course of CAI courseware development. One hundred and sixteen (117) were returned. The results show that the first three critical factors affecting CAI courseware planing are courseware interactive mode, learning events arrangement with detail task analysis and the scope of learning topics. The problems confronted most are lacking of creativeness, no suitable symbols needed during writing and difficult to present design in detail while writing storyboard. The suggestion provided to CAI manufacturers are to make sure time management is under control, to encourage creativeness, and to enforce the concept of systematic instructional design with task analysis while planning CAI courseware storyboard. To those who are now elementary and junior high school teachers, they are recommended to introduce more external domain experts, to encourage creativeness, and to make media storyboard more professional.
Chen, Yi-Fan, and 陳奕帆. "An Image Cognitive Study of Decoding the Texts and Images on Storyboard." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/27617703013530689665.
Full text嶺東科技大學
數位媒體設計研究所
101
Chinese characters refer to the conversion of graphic images into conventional symbols, where rich images are hidden in the strokes and the meaning of characters could be understood through learning. In modern societies, characters are considered as the most direct and accurate visual communication media. The communication with text messages allows readers constantly combining and integrating the received character image and deriving the image communication from the cognition of character image. Nevertheless, being the specific image presentation of symbols, characters also present numerous image characteristics, which are composed of color, form (like point, line, and plane), and texture. For instance, using circles for wheels is a kind of analogy. Moreover, images and the evidences appear similar characteristics that the individual cognition of images is likely to present distinct interpretations by various factors. In this case, several differences are likely to appear in the cognition process, where individual learning and experiences are the major effects. In a learning field, students’ cognition is acquired from the experiences in the educational trainings in various stages and further responded to the sensitivity and quality of image information processing. The relative trainings are designed through dynamic media in the animation field, in which the content performance is presented through audio/video filming and recording. The visualization process therefore is the key point in creation. Based on Hayao Miyazaki’sanimation works and scripts as the research target and objective, this study tends to discuss the dimensions of Researcher, Learner, and Creator. Regarding Researcher, the composition of the animation works is analyzed for understanding the differences in the relations and the sequence of ideas. In terms of Learner,Two-way Analysis of Variance is utilized for understanding students’ cognition and attitudes towards images with quantitative orientation. In regard to Creator, the scripts of Howl’s Moving Castle are taken as the setting and operation of research tools, and Protocol Analysis and Ex Post Facto are applied to discussing the creator’s thinking process in the conversion of description into visual pictures. The analyses show that (1) role definition is the major consideration in the model design, (2) Outdoor Suburb scenes are often applied to the space in Hayao Miyazaki’s animation, (3) Theatrical Property is functioned to promote the circumstances in Hayao Miyazaki’s animation, (4) the learners appear obvious differences in image cognition on distinct circumstances, (5) high and low graders do not reveal obvious differences in image cognition, (6) the attributes of pauses in the scripts become the thinking points of storyboard, and (7) A creator’s design thinking relies on individual comprehension and imagination of characters, (8)After the test of the creator, the design thinking of the three situational scripts are distinct.
謝駿宏. "An Online Multimedia Courseware Storyboard Development System Incorporate with the Quality Evaluation Mechanism." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/52578346626568404169.
Full text國立臺灣師範大學
資訊教育學系
96
This study developed an on-line multimedia courseware storyboard system. We used three main theories to construct this system. First, the system used instructional design templates of learning object to improve the efficiency of instructional design. Second, the system was designed by systematic instructional design theory to increase the efficiency of instructional design process, and develop the course, the multimedia storyboard and the multimedia teaching materials. Third, the system embedded formative evaluation to increase the quality of the courses and the multimedia teaching materials. The system would record the progress of the users who design the courses and the teaching materials. We would discuss the users’ attitude and thought of the on-line multimedia courseware storyboard system.
Chang, ChunTse, and 張軍策. "The Research of Storyboard in Short 3D Computer Animated Film ─ Using "Golden Memory" as Examples." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/37527703929904432027.
Full text國立臺灣藝術大學
多媒體動畫藝術學系動畫藝術碩士班
100
When script is transformed into images of storyboard, no matter whether it is in the animations or movie format, it plays the key role in determining the preproduction phase. While drawing the storyboard, it requires pre-pondering about the process from the stationary to dynamic which evaluates the composite thinking in an integrated visual presentation, aesthetics and film editing, and these can ensure the ensuing production phase in reaching preset goal of efficiency as well as cost saving. Based upon the above, this research emphasizes the storyboard drawing during preproduction for short 3D animated film and adopts the content anyalysis and interview method prior proceeds further. First of all, documentation exploration will be carried out in conjunction with theoretical and short films renowned both domestically and abroad, to sort out principles for storyboard drawing. Then two versions of the self-edited stories “Golden memory” will be drawn into storyboards and five experts will verify afterward. The finding of this research reveals that B version of three directions of “Golden memory” exhibits the “narration”, “emotion of the role” and “surrounding atmosphere” was better. “Horizontal lens” has been widely used and complimentary to the Montage techniques which can effectively deliver the value of the story in “Golden memory” via three levels like visual perception, significance and strategy.
WANG, WEU-JHY, and 王維志. "Based on The Semiotics Theory to Construct The Storyboard to Enhance The Script's Digital Narrative Ability." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/ca5ehm.
Full text南開科技大學
電子工程研究所
105
The symbol is a type of graphic language, it does not need to use the text to make people understand the meaning. This study uses the semiotics theory to construct the storyboard with editing function and embeds the symbolic compilation of multimedia presentation technology to realize the narrative purpose quickly. And the use of multimedia rendering technology will help the beginners to understand the script development concept and let the content of the narrative more vivid. Three purposes of our thesis: (1) Cognition of symbolic representation of multimedia presentation technology by elementary school students, (2) Multimedia presentation technology symbolic function for the elementary school students to build storyboard interface is helpful? (3)Whether the digital narrative ability of elementary school students is improved after the experimental design teaching? According to the teaching design students learn the results. The results were shown as followed: 1. The cognition of the symbolic representation of the multimedia presentation technology of the elementary school students only has more understanding and application of the sound and the animated symbols in the technical symbols presented by the demo demonstration. 2. Multimedia presentation technology symbolic function for the elementary school children to build storyboard interface is helpful. 3. The narrative ability of the elementary school children has been improved after the experimental design teaching, and 80% of the students can design the digital script. This research not only had discussions about experiment results but also made the suggestions, in order to contribute for school education and further researches in the future. Keywords: Semiotics, Digital Storytelling
Luzes, Tiago Puga de Oliveira. "Realidade Virtual no contexto do Salvamento Marítimo." Master's thesis, 2020. http://hdl.handle.net/10400.26/33738.
Full textWith technological advances in recent years, one of the technologies that has b een frequently used for education and training, is Virtual Reality. The Portuguese Navy’s main missions are the education and training of its elements and maritime rescue. This can b e provided by the use of Virtual Reality, through the creation of simulated three-dimensional scenarios, promoting interactions b etween the environment and the user that enables virtual training for maritime rescue actions. The purp ose of this work is not only to capture the p otential of Virtual Reality technology, but also to provide the Portuguese Navy with a teaching and training to ol through this technology. For this purp ose, requirements were surveyed regarding the b est technologies for creating the final solution, including the diving pro cedures that b est suit the interactive environment. After the construction of the artefact, it was tried and evaluated by Aspirants and Cadets of the Naval Scho ol. With the data obtained, it was p ossible to conclude that the main ob jective of this master’s dissertation was concluded and with that, the pro cedures and knowledge in a maritime rescue action can b e improved and trained through the to ol created. The work done is only a prototyp e, which demonstrates the impact that Virtual Reality can have on the teaching and training of young divers, which can b e implemented by the Portuguese Navy
Jácome, Mara Cristina Gonçalves. "A influência da cor nos desenhos dos alunos : um mecanismo para o desenvolvimento das suas capacidades." Master's thesis, 2011. http://hdl.handle.net/1822/24580.
Full textEste trabalho teve como principal objetivo estudar "A Influência da cor nos desenhos dos alunos: um mecanismo para o desenvolvimento das suas capacidades". Os principais temas abordados foram o círculo cromático da cor, simbologia da cor e a banda desenhada. Todo o projeto foi desenvolvido numa Escola EB2/3 em Braga com uma turma do 6.º ano, no âmbito da disciplina de Educação Visual e Tecnológica. O método de abordagem de investigação utilizado enquadra-se no estudo de caso. Em termos metodológicos e de estratégias utilizadas, foram aplicadas fichas de trabalho, um guião de aula por aluno com um propósito autorreflexivo, e a técnica do inquérito por questionário. Em resultado do plano de intervenção utilizado, verificou-se um desenvolvimento conceptual nos alunos relativamente aos conteúdos abordados, designadamente ao círculo cromático, psicologia da cor e a toda a envolvência da banda desenhada Os resultados do estudo põem também em evidência o papel determinante da reflexão, por parte dos alunos, antes, durante e depois da realização dos trabalhos práticos, para uma aprendizagem efetiva dos conteúdos. O estudo aponta ainda para o desenvolvimento, nos alunos, de um conjunto de competências para a Literacia Científica em diferentes domínios, nomeadamente ao nível do conhecimento, do raciocínio, das atitudes e da comunicação. O desenvolvimento de competências nestes domínios é de extrema importância para o exercício pleno da cidadania. O presente estudo salienta a importância, para o professor, da identificação dos conhecimentos previamente adquiridos pelos alunos, em contextos formais e informais. Caso o professor não conheça as ideias dos alunos, a reflexão feita no final de cada aula pelos próprios acerca do trabalho prático constitui, uma ferramenta alternativa para a identificação das dificuldades dos mesmos.
This work is aimed to study "The Influence of color in the drawings of students: a mechanism for the development of their capabilities." The main topics discussed were the color wheel, the color symbolism and the cartoons. The entire project was developed in a School EB2/3 in Braga with a class of 6th year, under the discipline of Visual and Technological Education. The method research approach used is part of the case study. In terms of methodology and strategies used were applied worksheets, a lesson script per student for a self-reflexive attitude, and the technique of the survey questionnaire. As a result of the intervention plan used, there was a conceptual development of pupils in relation to the subjects covered, including the color wheel, color psychology and all the surroundings of the cartoon. The study results also put in evidence the role of reflection by the students before, during and after the completion of practical work, for effective learning of content. The study also points to develop in students a set of skills to scientific literacy in different areas, including the level of knowledge, thinking, attitudes and communication. Skills development in these areas is of utmost importance for the full exercise of citizenship. This study highlights the importance for the teacher, the identification of previously acquired knowledge by the students, in formal and informal. In case the teacher does not know the students' ideas, reflection made at the end of each class by themselves about the work is practical, an alternative tool for identification of the same difficulties.
Böck, Ronald Knauf Rainer. "Ein Data Mining Verfahren zur Pfadbewertung in Storyboards /." 2007. http://www.gbv.de/dms/ilmenau/abs/543786323boeck.txt.
Full textRea, Daniel J. "PaintBoard: prototyping interactive character behaviours by digitally painting storyboards." 2015. http://hdl.handle.net/1993/30249.
Full textDüsel, Horst Knauf Rainer. "Konzeption und Realisierung von Methoden der formalen Verifikation von Storyboards /." 2007. http://www.gbv.de/dms/ilmenau/abs/527229229duese.txt.
Full textLin, Chia-Ming, and 林家敏. "A Case Study of Film lens Used in the Comic storyboards." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/16093498937782654305.
Full text國立臺灣師範大學
美術學系
100
This study shows the possibilities of how film lenses used in manga. First study the narrative principle of six points: (1) the diegesis and the plot (2) the character (3) Time (4) space (5) the Patten of Development (6) the narrator. Then followed by seven basic camera work as the framework of theoretical: (1) the angle (2) the level and canted (3) the height (4) the distance (5) the focal length (6) the point of view shot (7) continuity editing. Besides from the literature analysis and compiled the above information, collected the Japanese comics issued by the Taiwan Tongli Publishing Co. to analysis and interpret, summarized the purpose of the following three sub-mirror : (1) to switch the plot of a play (2) to make more time (3) to control readers perceptions. Finally, according to the above conclusions, through the personal creation to examine the results which as follows: (1) lens is the channel of the manga narrative, Application and Transformation of the movie storyboard is the essential technique of expression of contemporary manga. (2) manga must be considered how is the way get into the scene, and the rhythm of time and the view lens switching (3) manga storyboard intercept" the relation between cause and effect " to continue the story. (4) action continuity editing is important to the the fight scenes. This study get a comprehensive induction of how the film lens used in the manga form, looking forward to whom has the intention to engage in the manga industry's have the scholarship and theory as their background.
Pan, Ai-Wei, and 潘艾薇. "Creation Description of《Pet Jack》and research of Storyboard3D." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/28euq9.
Full text國立臺中科技大學
多媒體設計系碩士班
102
The Storyboard was origined between about 1920 to 1930 which was first used in the animation industry. At that time, the sketch way was employed as a bridge to communicate with each other for the details which were difficult to understand. Then, the plot description of the pictures were gradually added on the wall to allow team members to discuss. Up to now, the Storyboard has developed to combine directly with the multimedia. The 3D models can be imported into the Storyboard making software. The idea of the brain is directly converted into the professional digital dynamic script in order to reduce the gap on the script communication. It is significant saving in Storyboard drawing time. The Storyboard3D is used as a technology media for assisting the creation in this study. For the creation part, the stray animal issue is the design concept. The tactics of irony and humor are the content of this animation. By switching the position of humans and animals, the varuous criticized faults of the modern society can be shown. The problem of stray animals should be rethinked by people via this animation.
Chiang, Shyh-bao, and 蔣世寶. "The Influence of the Word-to-Image Cognitive Process on the Scene Expression of Storyboards." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/72714214893678318374.
Full text國立臺灣科技大學
設計研究所
102
Vision is human’s primary sense to receive external stimuli。The development of visual technologies and channels of media has shaped the common cognition and application of images in modern time。In other words, communication of media influences individuals’ learning and recognition of visual symbols。This study focuses on individuals’ stimulus receiving of symbols, such as words and images, and their reaction toward visual transformation of imagery after cognition and experience。The literature review collects prior knowledge by broad concepts, and then concentrates on the aspects of individuals’ cognition process, learning background, patterns of sentences and literacy of formation of visual experience。By experiment, this study attempts to obtain visual imagery after comprehension of subjects of different attributes regarding different words。By visual scale of isometry, it reflects visual scene of cognitive result of scene setup。After collecting samples, it develops descriptive and inferable statistics by quantitative method。Variance analysis is conducted on reaction of different attributes in various situations。Correlation analysis aims to find if there is correlation or difference among different types of sentence。Analysis of covariance explores the visual literacy of students in this study upon their sensitivity to images。By analysis of covariance, it includes the dimension to observe the effect of the variables。Finally, it concludes statistical result of the items as the reference of conclusion and suggested chapters。First, according to result of pretest, visual reaction of cognitive imagery of students at different grades is not significantly different。It is inferred that the visual media in the surrounding become the subjects’ visual experience。They develop certain degree of visual literacy from experience。Secondly, it demonstrates that by different stimuli of words, subjects have different experiences in words to images。Among others, descriptive sentences are depicted by wide-angle composition。Expressive sentences establish size of scene by close-up setup。By primary investigation, this study intends to find if students have common cognition of lens language regarding reaction toward images in professional training and if they have special reaction and expression for professional presentation of visual imagery。In addition, it serves as reference to evaluate course design, instructional media and visual literacy in instruction of dynamic media design。This study aims to connect with the following qualitative related research as reference for audio theory and practical manufacturing in media design.
Hoppe, Imke Irmer Marion. "Die Zukunft der Dokumentation : Konzeption eines Storyboards für die Integration einer Dokumentation in ein multimediales Lern- und Unterhaltungsangebot /." 2007. http://www.gbv.de/dms/ilmenau/abs/528497693hoppe.txt.
Full textChen, Yi-Hung, and 陳奕宏. "A Study of Creating 《Cherish Wildlife》 Animation Storyboardby the Method Of Disney Animated Film Storyboarding." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/89629059435746512124.
Full text國立臺灣師範大學
設計學系
104
Abstract It is a great pleasure for me to have worked at the animation industry for over 20 years which has passed through the golden age of the animation business in Taiwan. I have witnessed and involved with producing a great deal of orders from worldwide, including Japan, USA, Canada and Europe, especially a lot of projects from Disney during this period. After working as a layout artist for TV series from 1990 to 2006, I have learned the importance of a professional animation storyboard, it can describe the script and tell the story nice and clearly, also it can have a better control on the animation quality as well as production progress. After participating on making the storyboard for a Taiwanese 3D TV series, I realized that have the design capability and efficient work on making storyboards is the key successful factor enable Disney to produce a huge amount shows for TV and movies. It has inspired me to research the Disney animated film storyboards script after participating in《Memory Loss》 3D animated movie storyboard design in 2008. This study was divided into literature, case studies and practice in three stages, beginning at describing the development of the storyboard, and it's importance to a movie and animation production, concluding the 5 major elements of the story, design, camera, camera moves with the time setting of five. Secondly studying three different style themes of Disney animated films, in accordance with the written script describing the scene, differentiates the opening scene, music scene, dialog view, romantic scene, Chase scene, a fight scene and end scene, analyzing composition, type of lens, camera movement and time setting. The findings, the story of the plot, characters, dialogue, scene terrain, the structure of the building and the rhythm of the music, such as the six II factors, affect the composition of three animated films shot percentage, type of lens, camera movement, and many view time. Third practice phase, wrote short stories, scripts, selected the Taiwanese native animals as main characters and the ecological environment in Taiwan as a backdrop, 2.35:1 new arts complex deformation of wide-screen format, applied research findings to the design of animation film script writing. Comparative analysis of the results and case studies of work conclusions, found the same animation films that are animal-role, because different plot, scene design, animal shows, produced different mirror design results. Study conclusions, creative review and modify, as the animation storyboard design references thereafter. Third practice phase, writing short stories, scripts, select the Taiwan native animals as main characters, Taiwan ecological environment as a backdrop, 2.35:1 new arts complex deformation of wide-screen format, apply research findings to the design of animation film script writing. Comparative analysis of the results and case studies of work conclusions, found the same animation films that are animal-role, because different plot, scene design, animal shows, produce different mirror design results. Study conclusions, creative review and modify, as the animation storyboard design references thereafter.