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1

Whitley, Marc Geoffrey. "Architectural Narrative through Spatial Sequencing." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83780.

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Architecture is temporal. It is rooted in time and place and subject to the elements and actors that embody its space. As actors, we are active participants in this dynamic, whether consciously or subconsciously. Spatial comprehension is internalized through vision and augmented by touch – the body, hands, feet, and aural experiences. Within this paradigm, we perceive the passage of time and space as an infinite stream of consciousness, or narrative of events, successively linked through memory. Bernard Tschumi describes this sequence as “space, event, movement”, a fragmentary slice within the infinitely repeating sequence of our experiences. Simply existing in the world weaves us into this sequence. Out of the infinite, architects define space and develop a physical narrative through which actors engage and meaning is derived. Our syntax is the walls, ceilings, floors, solids and voids. And like writing or in film, architectural significance is based upon the juxtaposition and combination of sequential “chapters”. Although this quality is inherent to architecture, architects often undervalue supporting content for critical passages. “Programs fall into three categories: those that are indifferent to the spatial sequences, those that reinforce it, and those that work obliquely or against it” (Tschumi 159). Most architecture seems to follow the first order, or reinforce spatial sequences where it is convenient. Are we not concerned with the journey from point A to point be B?
Master of Architecture
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2

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.

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Problem Ideation in group is used by many, often as a tool for creating new and innovative ways to solve problems and creating change. Groups may have difficulties to move from the phase of inspiration to the phase of ideation, if information and ideas aren’t defined in the team. The authors claim that this process can be helped by providing practical tools that are adapted and tested for the purpose. The reason is to foster concretization of volatile thoughts in form of inspiration and information. Purpose The study aims to investigate how Storyboard as a tool can be used to concretize thoughts and inspiration in a group before ideation. Method In order to collect empirical data the authors along with four other facilitators, conducted 24 DO TANK:s for the innovation contest Smart Lunch. The empirical data where then analyzed using theories related to the topic. To obtain further empirical information the authors conducted a open dialogue with the other facilitators. Conclusions The study shows that it’s possible to use Storyboard as a tool for specifying and collect a group’s thoughts before ideation. Furthermore the authors consider that the use of Storyboard enables a more efficient ideation as the groups becomes more focused when they’ve defined their thoughts.
Problemformulering 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.
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3

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.

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Mestrado em Comunicação e Educação em Ciência
A 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.
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Yates, Simon Innes. "Dimensions Variable: Art and Invention." Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15070.

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In this Research Paper, I investigate a key theme of my art practice: approaching art-making as a 'pseudo scientist' or 'backyard (amateur) inventor'. Through my research I have examined the potential benefits of this approach, and the value of a strategy of working within limited means and contexts, particularly where such 'inventiveness' is sure to be superseded by much more powerful forces of technological innovation. I have identified other artists whose work is constructed with a particular emphasis on an innovativeness of construction, whether it is to function as a critique of technology or to have an educational role, or to generate novelty for its own sake. Many of my previous artworks have been technologically inventive in a 'low-tech' way, such as my 'robots' or 3-D photocopying. In the projects I have worked on during my research period I have developed a different type of 'invention' that is new to my art practice. Through the synthesis of a diverse collection of information I have constructed narrative stories, which in turn have led me to construct props and models to illustrate the stories. In the Research Paper I discuss the two series of artworks I produced using this approach of building a narrative: the Diana Jones Trilogy of adventure stories inspired by information I gathered through my zine projects, and the Space Wizards Trilogy of science fiction stories which feature many of my art inventions and also creatures and robots inspired by 20th century art movements. These projects were inspired by the pre-production process of film-making. This connection to filmmaking and cinematic visual effects relates to the Pataphysical themes I have also explored in past works, where an idea may seem plausible in a certain context, in the same sense that a miniature model may seem enormous in the context in which it appears in a film.
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Singh, 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.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Includes 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.
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6

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.

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Ce travail a pour point de départ une analyse quantitative de l’objet »storyboard » faite sur un large corpus. La taxinomie ainsi établie, croisée avec une approche qualitative, nous permet de mettre en lumière des codes de communication et des invariants inhérents à ce dispositif de pré-production. Cela aboutit, dans un premier temps, à la définition de l’outil storyboard parmi les autres dessins de préparation cinématographique. Le classement des données en fonction de leur période apporte ensuite une perspective nouvelle à l’analyse : c’est par l’objet, trace de sa propre histoire et vecteur de pensées, que se dessinent les interactions sociales et la professionnalisation de ceux qui le confectionnent. L’étude porte sur deux conceptions différentes de la pratique du storyboard, d’un côté et de l’autre de l’Atlantique
The 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
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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.

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Baldwin, 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/.

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The purpose of this study is to explore the influence of history and culture on the passage of the comic book to the animated film. Although the comic book has both historical and cultural components, the latter often undergoes a cultural shift in the animation process. Using the Smurfs as a case study, this investigation first reviews existing literature pertaining to the comic book as an art form, the influence of history and culture on Smurf story plots, and the translation of the comic book into a moving picture. This study then utilizes authentic documents and interviews to analyze the perceptions of success and failure in the transformation of the Smurf comic book into animation: concluding that original meaning is often altered in the translation to meet the criteria of cultural relevance for the new audiences.
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Nikoo, Elham. "Come with Me." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82404.

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Come with Me is the process of making a short 3D animation. Introducing the practice as a research method, I explored 3D animation production steps in a non-linear workflow. Each production step is then introduced along with the mind processes as Come with Me was developed from the story to the final animated scenes. The failed attempts are also included as an important part of this research. In the end, the workflows that allow for mistakes at each step of the 3D animation production are being explored.
Master of Fine Arts
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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.
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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.

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Previsualisation är en arbetsprocess som i ett tidigt stadie ger oss preliminära versioner av bilder eller sekvenser. Den är till för att kunna uppskatta produktionskraven, visualisera ideér och en gemensam vision. En teknisk previsualisation är en mer specifik term där teknisk exakthet är avgörande. En teknisk previs kan skapas i programmet FrameForge Pré-viz Studio som denna text redogör för. Previsualisationen som beskrivs i denna text lägger grund för diskussioner kring hur den kan användas på en filminspelning. I en jämförelse mellan den previsualiserade och filmade versionen av en filmscen kan vi se att tekniska skillnader förekommer dem sinsemellan. Resultatet tyder ändå på att de är tillräckligt lika varandra för att möjliggöra att planera, ta både tekniska och estetiska beslut inför inspelning.
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Wikström, 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.

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This research proposes that design and visual thinking in combination with narrative theory contribute to enhance knowledge of innovation processes and support managers in their work. In particular, the focus is on the use of Storyboarding to support a better definition of a project’s brief. Innovation studies have shown that the initial phases of innovation processes (typically called the “front end of innovation”) are crucial for success. A proper definition of a brief, that occurs at the front of the front end, is therefore one of the most relevant events in innovation. This study investigates the early phases of innovation by developing and evaluating a new method for developing a brief. First, an explorative approach has been used in order to develop knowledge of challenges in the front end of innovation and how design thinking, visual thinking and narratives can bring new insights in teamwork. In this explorative search the use of case studies has been employed. Then, the explorative search has focused onthe use of Storyboarding as a tool for reflection, and in particular for igniting dynamics of framing and reframing of innovation problems. Finally, in order to create a deeper knowledge in the use of storyboarding three hypotheses has been evaluated, four experiments has been conducted with the involvement of more than 60 people defining innovation briefs. In these experiments, storyboarding (visual and narrative) has been used to support “thinking” that leads to the brief. In other words, storyboarding has been seen as a process to enable innovation teams to think differently or more precisely, rather than just a tool to represent or to communicate the brief. The experiments show that using storyboarding has effects that can support innovation management. First, storyboarding is useful if management wants to “stimulate” a reflection on meaning when developing a brief, i.e. when they want an innovation team to consider both utilitarian and emotional/symbolic factors in an innovation process. Second, Storyboarding brings a narrower focus, compared to traditional written briefs, within the “area of interest” brought up by management, which sometimes may be asked for when the organization is in search for reframing the direction of innovation.
Denna 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.
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Gillespie, Cynthia Ann. "Evaluating an Educational Initiative for Postsurgical Vascular Patients." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/6432.

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The educational medium GetWellNetWork (GWNW) in a large magnet teaching facility offered few educational videos specific to vascular patients with a focus on leg elevation after lower extremity bypass surgery. Supplying patient-specific education has the potential for providing cost-effective nursing care to vascular patients and improving hospital reimbursement. Guided by the interactive care model, a storyboard was developed using best-practice evidence for vascular postoperative patients that could lead to the development of a video to address the educational needs of vascular patients upon discharge. The practice focused question asked if a video addressing the importance of leg elevation would improve patients’ use of in-house educational videos and stakeholder satisfaction. A vascular physician (n = 1) and nursing staff (n = 9) provided feedback on the appropriateness of the evidence-based educational content for the storyboard by completing a 9-item, open-ended survey. Survey results supported development of the video and revealed positive feedback on storyboard content and that staff with 1–3 years’ experience or 15+ years’ experience had an increased understanding of the importance of evidence-based guidelines for leg elevation for vascular patients. The feedback will be used to develop a vascular-patient-specific educational video. Encouraging patients to view the video on leg elevation has the potential to improve cost effectiveness of patient care and hospital reimbursement, prevent hospital readmission that could lead to patient and caregiver hardships associated with readmission, and improve the health outcomes for postoperative vascular patients.
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Rahim, 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.

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Om, 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.

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This study is an exploratory study to understand what kinds of interactive technologies can enhance nature engagement for children in urban Bhutan. The study undertook online and distributed methods of qualitative study during the time of the Covid-19 pandemic. The thesis suggests technology design opportunities that can enhance children’s engagement with nature. It also contributes to knowledge by bringing forth challenges and benefits of conducting distributed research with children.
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Lindqvist, 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.

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The usability of a software product is dependent on the end-user and the context of use. Having a user-friendly user interface that is appealing and easy to learn and use is essential for improved human productivity. However, this is not always the case. For instance, the computer-based documentation system Siebel used within the elderly care system; is perceived by most nursing assistants as complicated. The goal here is to evaluate the usability of the system's user interface, applying the usability metrics stated in the ISO/IEC-9126-1 standards to quantify the effectiveness, efficiency, and user satisfaction of Siebel’s documentation system. A prototype user interface was developed for comparison with the current system. Likert-scale five-point scale; System Usability Scale (SUS) questionnaires were used to measure User satisfaction. The results mirrored that the participants preferred the newly developed prototype user interface to the existing user interface
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Rontani, 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.

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This is a brief research investigating issues such as world heritage and sustainable development in their existing links with youth and local communities, tourism and identity. Some heritage related narratives created by youngsters worldwide are considered.Connections among education, participation and heritage preservation, in the framework of a communication for development perspective, are investigated. Specifically, winning storyboards of a UNESCO Patrimonito competition are analyzed. The analysis on the collected media texts was conducted using a qualitative approach, including semiotics and visual methods.The findings emerged from the study made clearer the researched topic and allowed to formulate some final recommendations for further studies on the subject.
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Manoukian, Hagob. "Monuments of The Ones Before." Thesis, KTH, Arkitektur, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298724.

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Architecture and Film - A Symbiotic Relationship. This project is not intented to be revolutionary, but rather exploratory. To delve deeper into ones interests and better understand them. My architectural studies are five years young, and my passion for film has been with me for as long as I can remember. That is why I see my diplomaproject as an opportunity to bring both worlds that fuel my creativity together. I do not see myself as an architect without being a filmmaker and I cannot create worlds as a filmmaker without exploring architecture. ---------------------------------------------- An anomaly was detected in the northern region of Europe. Satellite images show an island not included in any of our maps on which monolithic structures are resting. The clean geometry and the elusive dimensions show monuments difficult to specify in time. These monuments seem ancient, but they are not primitive. They show advanced knowledge of our celestial bodies from however long ago. These are The Monuments of The Ones Before. Once, before our time. To you the reader: We have made a startling discovery… This is the birthplace of astronomy.
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ARAUJO, 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.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO 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.
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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.

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Varje år drabbas 30 000 svenskar av stroke, vilket innebär stora personliga omställningar och stora kostnader för samhället. Den mest effektiva behandlingen, trombolys, måste ges så snart som möjligt för att ha god effekt.  Samtidigt som det är av största vikt att ta reda på om patienten har några differentialdiagnoser som gör behandlingen riskfylld. Den här studien undersöker hur strokekedjan går till och vilka faktorer som påverkar beslutsfattandet. Studien är baserad på etnografiska fältstudier på fyra svenska sjukhus och materialet är analyserat med metoder från sammansatta kognitiva system och målorienterad design. Resultaten visar att trots olika organiserade strokekedjor på de olika sjukhusen är processerna desamma och direkt kommunikation är mest framgångsrik för att effektivt sprida information mellan dem. Neurologjouren är viktig roll som, liksom resten av aktörerna i strokekedjan, ständigt balanserar sitt beslutsfattande mellan effektivitet och grundlighet. Kombinationen av analyser ger resultat både på system- och individnivå. Möjligheter för förbättrade strokekedjor ges i termer av logistiska, tekniska och organisatoriska förslag.
30 000 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.
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Forsyth, Jason Brinkley. "Exploring Electronic Storyboards as Interdisciplinary Design Tools for Pervasive Computing." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/73538.

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Pervasive computing proposes a new paradigm for human-computer interaction. By embedding computation, sensing, and networking into our daily environments, new computing systems can be developed that become helpful, supportive, and invisible elements of our lives. This tight proximity between the human and computational worlds poses challenges for the design of these systems - what disciplines should be involved in their design and what tools and processes should they follow? We address these issues by advocating for interdisciplinary design of pervasive computing systems. Based upon our experiences teaching courses in interactive architecture, product design, physical computing and through surveys of existing literature, we examine the challenges faced by interdisciplinary teams when developing pervasive computing systems. We find that teams lack accessible prototyping tools to express their design ideas across domains. To address this issue we propose a new software-based design tool called electronic storyboards. We implement electronic storyboards by developing a domain-specific modeling language in the Eclipse Graphical Editor Framework. The key insight of electronic storyboards is to balance the tension between the ambiguity in drawn storyboards and the requirements of implementing computing systems. We implement a set of user-applied tags, perform layout analysis on the storyboard, and utilize natural language processing to extract behavioral information from the storyboard in the form of a timed automaton. This behavioral information is then transformed into design artifacts such as state charts, textual descriptions, and source code. To evaluate the potential impact of electronic storyboards on interdisciplinary design teams we develop of user study based around ``boundary objects''. These objects are frequently used within computer-supported collaborative work to examine how objects mediate interactions between individuals. Teams of computing and non-computing participants were asked to storyboard pervasive computing systems and their storyboards were evaluated using a prototype electronic storyboarding tool. The study examines how teams use traditional storyboarding, tagging, tool queries, and generated artifacts to express design ideas and iterate upon their designs. From this study we develop new recommendations for future tools in architecture and fashion design based upon electronic storyboarding principles. Overall, this study contributes to the expanding knowledge base of pervasive computing design tools. As an emerging discipline, standardized tools and platforms have yet to be developed. Electronic storyboards offer a solution to describe pervasive computing systems across application domains and in a manner accessible to multiple disciplines.
Ph. D.
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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.

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Matthews, 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.

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Pre-visualisation is an important tool for planning films during the pre-production phase of filmmaking. Existing pre-visualisation authoring tools do not effectively support the user in authoring pre-visualisations without impairing software usability. These tools require the user to either have programming skills, be experienced in modelling and animation, or use drag-and-drop style interfaces. These interaction methods do not intuitively fit with pre-production activities such as floor planning and storyboarding, and existing tools that apply a storyboarding metaphor do not automatically interpret user sketches. The goal of this research was to investigate how sketch-based user interfaces and methods from computer vision could be used for supporting pre-visualisation authoring using a storyboarding approach. The requirements for such a sketch-based storyboarding tool were determined from literature and an interview with Triggerfish Animation Studios. A framework was developed to support sketch-based pre-visualisation authoring using a storyboarding approach. Algorithms for describing user sketches, recognising objects and performing pose estimation were designed to automatically interpret user sketches. A proof of concept prototype implementation of this framework was evaluated in order to assess its usability benefit. It was found that the participants could author pre-visualisations effectively, efficiently and easily. The results of the usability evaluation also showed that the participants were satisfied with the overall design and usability of the prototype tool. The positive and negative findings of the evaluation were interpreted and combined with existing heuristics in order to create a set of guidelines for designing similar sketch-based pre-visualisation authoring tools that apply the storyboarding approach. The successful implementation of the proof of concept prototype tool provides practical evidence of the feasibility of sketch-based pre-visualisation authoring. The positive results from the usability evaluation established that sketch-based interfacing techniques can be used effectively with a storyboarding approach for authoring pre-visualisations without impairing software usability.
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Ericsson, 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.

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In this thesis I focus on the artistry and essential work, behind the scenes that storyboard artists have contributed to, since the early days of film history. The works I will focus on are the important phases of pre-planning of feature films and animated films. I theorize on the aspect of what makes a good story and how it is brought to life on the screen, as well as how the story is actually conveyed with this drawings. The hypothesis maintains the importance of storyboards, as well as defining their main purpose. Using a formalistic point of view and historical argumentation, I examine and compare five different directors´ use of storyboards and how their respective collaborative teams (i.e director of photography, production designer and story artists, editors etc) create each film´s particular nuances and cinematic expressions. The source materials used are works by Bill Krohn, Giuseppe Cristiano, Steven D. Katz and Robert Kapsis, amongst others. The films/DVDs for my research have consisted of numerous behind-the-scenes materials and storyboards that have been featured with these filmic references. My conclusion is that the subsequent cinematic expression in each work is already apparent in the early process. This is revealed sometimes in the sketchbook of the director, but most often in the important collaborative work of the whole production team. In this we discover aspects as to what makes an elaborate, filmic masterpiece, facts most often unknown to a normal cinema audience.
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Mirza-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/.

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Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player's physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems.
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Jansson, 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.

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IT-system spelar en stor roll inom många verksamheter idag.Utvecklingsprojekt kan vara ett kostsamt risktagande då stora summorpengar ofta är inblandade. Många IT-projekt tenderar att ”misslyckas” vilketofta bottnar i uppfattningen och säkerställningen av kraven och önskemålen.Likaså finns det en problematik med att få alla intressenterna i ett IT-projektatt förstå systemets koncept. Detta berör även systemutvecklarna varsuppgift är att realisera de krav och önskemål som identifierats.Storyboarding är en teknik som genom illustrationer kommunicerarinformation till betraktaren. I denna kontext tillämpas storyboards med sinaillustrationer och grafiska hjälpmedel som ett sätt att förmedla en idé, ettkoncept och krav. Tekniken erbjuder ett annorlunda sätt att kommuniceramed ett IT-projekts intressenter, men är detta en tillräcklig återgivning för attsystemutvecklare skall kunna realisera ett IT-system? Vår undersökningvisar att storyboarding är en bra teknik för att kommunicera krav på men attden inte är tillräcklig för en systemutvecklare. Detaljer och nödvändigfunktionalitet kan inte garanteras i tekniken utan måste kompletteras för atten systemutvecklare skall kunna genomföra en realisering av systemet.Undersökningen tyder på att man behöver utveckla tekniken för att ensystemutvecklare skall kunna använda den. Syftet med vår undersökning harvarit att öka förståelsen för storyboards som ett sätt att kommunicera ochförmedla krav på. Resultatet av vår undersökning presenteras med förslag påmöjliga förbättringar av tekniken. Vi tar även upp en viss del avproblematiken kring tolkning av bilderna i storyboards.
Uppsatsnivå: C
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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.

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A case study of collaborative storyboarding in an animation studio grounded this investigation of visual discourse---discourse about and with visual displays. The focus was on a problem occurring during a 40-minute task between the head storyboard artist and his junior colleague in reviewing a rough, conceptual storyboard. The research investigated the role of different semiotic modalities produced by the artists', i.e., speech, gesture, and drawing, in mediating spatial (frames of reference) and motion (action and path) representations and inferences from the storyboard. One aim was to determine if particular modalities were used to represent particular spatial and motion ideas.
Both 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.
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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
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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.

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Nowadays 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.
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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.

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"A Multi-user storyboard-based authoring system." 1997. http://library.cuhk.edu.hk/record=b5889214.

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by Steve Tai-Man Wong.
Thesis (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
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chi, Hsing-kuan, and 紀冠行. "The Storyboard Design Method For Interior Design." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/80878607510118415989.

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碩士
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.
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Tsai-YunMou and 牟彩雲. "Storyboard driven method in the development of animation content." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/18694234237358010280.

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博士
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.
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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碩士
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
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Luzes, Tiago Puga de Oliveira. "Realidade Virtual no contexto do Salvamento Marítimo." Master's thesis, 2020. http://hdl.handle.net/10400.26/33738.

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Com os avanços tecnológicos verificados nos últimos anos, uma das tecnologias que tem sido frequentemente usada para o ensino e formação, é a Realidade Virtual. A Marinha Portuguesa tem como principais missõ es o ensino e formação dos seus elementos e o salvamento marítimo. Isto p o de s er fornecido p ela utiliza- ção da Realidade Virtual, através da criação de cenários tridimensionais simulados, promovendo as interaçõ es entre o ambiente e o utilizador que p ossibilita o treino virtual para açõ es de s alvamento marítimo. Com a realização do presente trabalho pretende-s e, não só captar as p otencialidades da tecnologia da Realidade Virtual, mas tamb ém fornecer à Marinha Portuguesa uma ferramenta de ensino e de formação através desta tecnologia. Para esse efeito, foi realizado o levantamento de requisitos relativamente às melhores tecnologias para a criação da solução final, incluindo os pro cedimentos do mergulho que melhor se adequam no ambiente interativo. Ap ós a construção do artefacto, a mesma foi exp erimentada e avaliada p or Aspirantes e Cadetes da Escola Naval. Com os dados obtidos, foi p ossível concluir que o ob jetivo principal da presente dissertação de mestrado foi concluído e com isso, os pro cedimentos e conhecimentos numa ação de salvamento marítimo p o dem ser ap erfeiçoados e treinados através da ferramenta criada. O trabalho realizado é ap enas um protótip o, que demonstra o impacto que a Realidade Virtual p o de ter no ensino e na formação de jovens mergulhadores, p o dendo ser implementada p ela Marinha Portuguesa.
With 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
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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.

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Relatório de estágio de mestrado em Ensino de Educação Visual e Tecnológica no Ensino Básico
Este 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.
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42

Böck, Ronald Knauf Rainer. "Ein Data Mining Verfahren zur Pfadbewertung in Storyboards /." 2007. http://www.gbv.de/dms/ilmenau/abs/543786323boeck.txt.

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43

Rea, Daniel J. "PaintBoard: prototyping interactive character behaviours by digitally painting storyboards." 2015. http://hdl.handle.net/1993/30249.

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The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields. This work addresses authoring the interactive aspect of these characters’ behaviors – how characters act automatically in response to a dynamic user-controlled character. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. Finally, we performed a comparison of machine learning algorithms’ performance on our storyboard data.
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44

Düsel, Horst Knauf Rainer. "Konzeption und Realisierung von Methoden der formalen Verifikation von Storyboards /." 2007. http://www.gbv.de/dms/ilmenau/abs/527229229duese.txt.

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45

Lin, 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.

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碩士
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.
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46

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.

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碩士
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.
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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.

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博士
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.
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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.

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49

Chen, 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.

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碩士
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.
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