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Dissertations / Theses on the topic 'Visual storytelling'

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1

Bodley, Brittany Dee. "Visual storytelling through costume design." Thesis, University of Iowa, 2012. https://ir.uiowa.edu/etd/2825.

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Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.

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Christian, Dorothy. "Gathering knowledge : Indigenous methodologies of land/place-based visual storytelling/filmmaking and visual sovereignty." Thesis, University of British Columbia, 2017. http://hdl.handle.net/2429/61166.

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This dissertation addresses two questions that examine how localized cultural knowledge informs production practices in visual narratives produced for Fourth World Cinema and how Indigenous visual storytelling/filmmaking styles based in that knowledge determine the film elements, thus the cultural congruency of their selected aesthetics. Secwepemc-Syilx systems of knowledge in British Columbia are used as an exemplar for the development of a localized theory for creating visually sovereign narratives for Fourth World Cinema. This culturally specific ontology formulates a land/place-based ide
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Kusoffsky, Madeleine. "Leveraging storytelling in visual analytics by redesigning the user interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96724.

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Storytelling is a way of packaging the knowledge and insights gained from analyzing statistical data. The knowledge is transformed into a format that lends itself to be understood by non-experts more easily. The story with links to interactive diagrams. The purpose of this design study was to improve the interaction design of the storytelling feature. The target audience for the new design was intermediate users. Evaluation of the current design by interviewing and observing beginner and intermediate users gave valuable understanding about the users goals related to the storytelling feature. T
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Staton, David. "A Beautiful Death: Visual Representation in Death With Dignity Storytelling." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20522.

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This dissertation takes as its central topic visual narratives in Death with Dignity Storytelling and posits the author’s ideas of a beautiful death and the heard gaze. Its methodology includes a textual analysis of such images, which in turn leads to a typology, and the use of a digital tool to “sum images” to test the veracity of the typology. What creates the impulse to look at images of pain, suffering the withering body, the compulsion to bear witness to misery? That question is in part answered by Sontag (2003) Regarding the Pain of Others—“we are spectators of calamities” (p. 18)—and is
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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
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Frohling, Michael Peter. "Visual Storytelling: The Lighting Design of A Raisin in the Sun." OpenSIUC, 2010. https://opensiuc.lib.siu.edu/theses/242.

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MICHAEL P. FROHLING, for the Master of Fine Arts degree in Theater, presented on 29 March 2010, at Southern Illinois University Carbondale. TITLE: VISUAL STORYTELLING: THE LIGHTING DESIGN OF A RAISIN IN THE SUN MAJOR PROFESSOR: Mark Varns Visual Storytelling: The Lighting Design of A Raisin in the Sun is a culmination of the lighting design for the play Raisin in the Sun, by Lorraine Hansberry. This production by Southern Illinois University Carbondale's Department of Theater was produced in February 2009. This thesis chronicles the design process in all aspects from beginning to end. T
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He, Yin. "Immersive Storytelling for Environmental Communication." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158200.

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As one of the earliest attempts to apply immersive technology in environmental communication, this design research project tries to answer the following research question: how do we communicate the connections between food-related behaviors and environmental impacts through immersive storytelling? During the project, an immersive story called "Trik’s' Party" for dome shows and a journey map of an immersive visitor experience are created. These design outcomes and this paper are built on the knowledge of scientific findings, communication methods, content creations, and service design. To suppo
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Young, Tamlyn. "Animated storytelling as collaborative practice : an exploratory study in the studio, the classroom and the community." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95797.

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Thesis (MPhil)--Stellenbosch University, 2014.<br>ENGLISH ABSTRACT: This thesis investigates stop motion animation as a form of socially engaged visual storytelling. It aims to expand commonly held perceptions that associate animation with the mass media and entertainment industries by investigating three non-industry related contexts: the artist studio, the classroom and the community. In each respective context the coauthoring of stop motion animation was employed as a means to promote collaboration between artists, students and members of the public. This was intended to encourage par
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Stenliden, Linnéa. "Visual Storytelling Interacting in School : Learning Conditions in the Social Science Classroom." Doctoral thesis, Linköpings universitet, Lärande, Estetik, Naturvetenskap (LEN), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106885.

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The aim of this compilation thesis is to understand how technology for visual storytelling can be shaped and used in relation to social science education in primary school, but also how social dimensions, technical and other matters create emerging learning conditions in such an educational setting. The visual storytelling technology introduced and used in the study is ‘the Statistics eXplorer platform, a geovisual analytics. The choice of theoretical perspectives to inform and guide the study is a socio-cultural view of human action, but also actor network theory is used to take account also
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Larsen, Morten. "When Colour Narrates: Colour as a Narrative Tool in Audio-visual Storytelling." Master's thesis, Akademie múzických umění v Praze.Filmová a televizní fakulta. Knihovna, 2017. http://www.nusl.cz/ntk/nusl-371144.

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This thesis explores the use of colour as a narrative tool within the realm of cinema. Even though colours have taken up a considerable role in the history of film, colour theory and colour aesthetic have not received reasonable attention in film studies compared to other fields. The thesis reflects upon why this might be the case based on the hypothesis by David Bachelor that a history long “chromophobia” has existed in the arts in the Western world. The paper then seeks to give an overview of relevant theory of colour that tries to shed light on the multiplex nature of colour itself, and in
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Maiti, Dipayan. "Multiset Model Selection and Averaging, and Interactive Storytelling." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/28563.

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The Multiset Sampler [Leman et al., 2009] has previously been deployed and developed for efficient sampling from complex stochastic processes. We extend the sampler and the surrounding theory to model selection problems. In such problems efficient exploration of the model space becomes a challenge since independent and ad-hoc proposals might not be able to jointly propose multiple parameter sets which correctly explain a new pro- posed model. In order to overcome this we propose a multiset on the model space to en- able efficient exploration of multiple model modes with almost no tuning. The M
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Zacrison, Lovisa. "London till Aleppo på sekunder. En visuell analys av retoriken i Rädda Barnens kampanjfilm Most Shocking Second A Day." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24004.

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Denna uppsats syftar att undersöka hur, i digital storytelling, visuell retorik används för att förmedla känslor och skapa empati i hjälporganisationskampanjer. Uppsatsen är en fallstudie där Rädda Barnens virala kampanjfilm Most Shocking Second a Day från 2014 analyseras. Valet av material grundas i filmens virala spridning och valet av metod baseras på behovet av djupgående kvalitativ forskning inom forskningsområdet digital storytelling. Kampanjfilmen analyseras utifrån en retorisk trestegsmodell där fokus läggs på visualiseringen av mänskligt lidande och hur detta visualiseras genom främst
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Lee, Michelle. "Te whatu o poutini a visual art exploration of new media storytelling, 2007." Click here to access this resource online, 2007. http://hdl.handle.net/10292/419.

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This visual art project has explored the ancient Maori pukorero (oral tradition) of Te Whatu o Poutini (The Eye of Poutini) that articulates the journey of Poutini Taniwha, Waitaiki and Tamaahua from Tuhua (Mayor Island) in the Bay of Plenty, to the Arahura River. An oral geological map, the pukorero also expresses through cultural values, the intimate spiritual relationship Ngati Waewae have with our tupuna, the Arahura River, pounamu stone and each other. Exploring the genres of digital storytelling and video art installation, this project combines them as new media storytelling. The current
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NEDKOVA, DENITZA ROUMENOVA. "Storytelling digitale nel contesto della Neuromuseologia." Doctoral thesis, Università degli studi di Modena e Reggio Emilia, 2020. http://hdl.handle.net/11380/1211995.

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Le nuove strategie museologiche si focalizzano principalmente sul coinvolgimento e l'esperienza del fruitore nell'ambiente espositivo (reale e/o virtuale). Questo paradigma richiede l'individualizzazione dei punti d'incontro e di interscambio tra la museologia e le scienze neurologiche che studiano le basi mentali della generazione e della percezione della creatività. Ma che cosa esattamente accade nella testa di chi acquisisce un oggetto per collezionarlo, o di chi, in seguito, lo guarda esposto, è sempre stato un incognito. Oggi, finalmente gli studi sulla mente confermano che il cervello um
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GION, ANDREA MARTINO. "Visioni di un Antico Futuro. Orizzonti e frontiere della rappresentazione digitale. Tra Archetipi, Tecnologia e Immersività." Doctoral thesis, Università IUAV di Venezia, 2021. http://hdl.handle.net/11578/306620.

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"Visioni di un Antico Futuro. Orizzonti e frontiere della rappresentazione digitale. Tra Archetipi, Tecnologia e Immersività.” nasce con l’obbiettivo di verificare se e in quale misura storytelling digitale e immersive-tecnologies stiano riplasmando i codici espressivi tradizionali propri dell’architettura e, segnatamente, del settore rappresentativo. Il lavoro è stato sviluppato intersecando diversi settori disciplinari e abbracciando molteplici punti di vista, con l’idea di mettere a sistema gli eterogenei – ma intimamente interconnessi – ambiti coinvolti nella messa in scena delle immersive
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BROGLIA, LUDOVICA. "Narrazione autobiografica e infanzia: le visual narratives." Doctoral thesis, Università degli studi di Modena e Reggio Emilia, 2022. http://hdl.handle.net/11380/1278099.

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La memoria e la narrazione autobiografica si sviluppano gradualmente durante l’infanzia: studi di psicologia narrativa – quali quelli di Robyn Fivush, Katherine Nelson e Dan P. McAdams – analizzano in modo puntuale, a partire da un approccio socio-culturale, la loro evoluzione dagli anni prescolari all’adolescenza e le caratteristiche principali del cosiddetto Self autobiografico. Secondo questo approccio, la formazione del Self e l’emergere della memoria autobiografica sono due dinamiche connesse con il contesto di riferimento: i significati narrativi vengono costruiti all’interno del noto p
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Edsenius, Henrik. "Digital Storytelling - otydligt, men efterfrågat! : En kvalitativ studie i vad man inom den journalistiska branschen avser med Digital Storytelling, samt vilka kompetenser som anses viktiga för det digitala berättandet." Thesis, Högskolan Dalarna, Bildproduktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:du-33155.

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Syftet   med   denna   studie   är   att   skapa   en   bild   av   vad   man   inom   den   journalistiska   branschen  avser   med   digital   storytelling,   samt   vilka   egenskaper   och   kompetenser   som   värderas   och  anses   viktiga   för   att   kunna   jobba   med   digitalt   berättande   inom   denna   bransch.   Förhoppningen  med   undersökningen   är   att   generera   fördjupade   kunskaper   inom   området   som   kan   ligga   till  grund   för   vidare   utveckling   av   såväl   begreppet   digital   storytelling   som   förståelse   för   det  digitala   berättandet.
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Sequeira, Filipe Emanuel Machado. "Relatório da prática de ensino supervisionada - Identidade e representação dos jovens: o uso das novas tecnologias de comunicação como produtoras de imaginários e narrativas." Master's thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/12976.

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Resultante do processo evolutivo da tecnologia como maior veículo de comunicação, pretendo investigar como os jovens se tornam produtores de imagens e narrativas visuais em plataformas digitais nos processos sociais de construção identitária. O objetivo é pesquisar como as redes sociais estão hoje a formar novos imaginários e conceitos de identidade, a fim de criar estratégias educacionais a por em prática em contexto educativo. Pretendo perceber como se pode utilizar metodologias educativas como o DBAE, assim como os Estudos da Cultura Visual e Literacia Visual para desenvolver competências c
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Valdes, Marius I. "The Unwantables: An Exploration of Visual Narrative." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1378.

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The Unwantables is a creative project that has evolved from my lifelong interest in and relationship with visual stories. To me the most compelling aspect of visual storytelling is "imagination". The author possesses the ability to create new worlds, interesting characters, and situations that can have the potential to communicate about any topic. My project explores visual narrative as a communication tool to explain the role of imagination in my life.
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Arendse, Leslé Ann. "Visual Storytelling in the Cape Flats Gang Biopics Noem My Skollie (2016) and Ellen: Die Storie van Ellen Pakkies (2018)." University of the Western Cape, 2021. http://hdl.handle.net/11394/8171.

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Masters of Art<br>This M.A. mini-thesis seeks to open up the post-apartheid South African biopic as a topic for serious historical scrutiny. While book-length written biographies published in the post-apartheid (and apartheid periods) are the subjects of a now quite extensive historiographical literature, biography on film – including in the form of filmic dramas – has been hitherto entirely ignored. Social history or marginalised lives and not political lives of struggle against apartheid have been the predominant subgenre within this emerging field: with sixteen biopics having been produced
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Boscariol, Stella <1993&gt. "Il successo delle Instagram Stories: nuovo strumento per il Visual Storytelling di utenti e aziende." Master's Degree Thesis, Università Ca' Foscari Venezia, 2018. http://hdl.handle.net/10579/12485.

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Il presente elaborato tratterà l’approfondimento del recente e sempre più diffuso fenomeno delle Instagram Stories, focalizzando l’attenzione sulle sue potenzialità come efficace strumento per il Visual Storytelling e, di conseguenza, l’importanza di integrare tale mezzo nelle strategie di social media marketing di piccole, medie e grandi imprese. Dopo aver descritto il contesto nella quale si inseriscono le Instagram Stories e la loro evoluzione, verranno analizzati i principali motivi che spingono gli utenti, in particolare i più giovani, a creare, pubblicare e consumare questo genere di con
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Svensson, Jesper. "Klippningens roll som Storytelling i Reklamfilm : En jämförande filmanalys av hur berättande förstärks avklippning." Thesis, Högskolan Dalarna, Bildproduktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27954.

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Syftet med denna uppsats är att undersöka relationen mellan reklamfilmers berättande och klippning. Hur använder man sig av olika klippmetoder i svensk reklamfilm idag och hur förs berättelsen framåt. Metoden för uppsatsen är en jämförande filmanalys. Fokusen kommer att ligga på sekvenser från tre olika svenska reklamfilmer. Gestaltningsmetoderna som kommer undersökas är kontinuitet, montage, rytm och kollision. Då ämnet inte är omskrivet innan så har gestaltningsmetoderna hämtats ur litteratur som tagit upp eller nämnt reklamfilm som ett exempel. Uppsatsen fokuserar på hur klippningen fungera
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Jiménez, Toro Loreto. "Agorapp. Diseño de aplicación digital enfocada a la inclusión de Visual Thinking & Storytelling en las aulas de la Universidad de Chile." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/136565.

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Memoria para optar al título de Diseñador Gráfico<br>Autor no autoriza el acceso a texto completo de su documento.<br>Este proyecto nace con la búsqueda de propiciar un aumento de las oportunidades de aprendizaje de los estudiantes universitarios, motivando la inmersión de éstos a la cátedra a través de mejores presentaciones de los contenidos por parte de los docentes. Se investigaron los conceptos de visual thinking y storytelling para proponer una integración de éstos al aula universitaria, con el fin de influir en la dinámica narrativa del docente al momento de crear y utilizar materiales
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Nardi, Taís de Andrade e. Silva. "Imagens do Desvario: narrativa visual de estados alterados de percepção." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-07112017-160315/.

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A presente pesquisa investiga como os elementos visuais ao dispor dos cineastas podem contribuir para a representação de estados alterados de percepção no cinema, de modo a ampliar a discussão sobre a expressividade do trabalho de direção de fotografia. Por meio da análise e interpretação de três filmes brasileiros que apresentam personagens fora de si e construções visuais contundentes - Estorvo (2000), de Ruy Guerra, Filme de Amor (2003), de Júlio Bressane e A Concepção (2005), de José Eduardo Belmonte -, a pesquisa discute de que maneira as características da imagem podem contribuir para a
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Gwatiringa, Tsitsi. "An analysis of the use of visual storytelling by South African brands to promote brand engagement on social networks." Thesis, Nelson Mandela Metropolitan University, 2015. http://hdl.handle.net/10948/7533.

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Stories have the ability to evoke feelings and emotions in humans and have since been used by brands as part of corporate communication, communicating their vision and values. However, the growing technological trends have not only shifted the platforms for communication but also changed the techniques of communication as audiences on social media expect two-way communication instead of the traditionally used one-way communication. This is exacerbated by the power of word-of-mouth on social media as well as the presence of digital natives who are increasingly visual in their nderstanding and a
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Johansson, Alex. "Berätta utan att tala om : En semiotisk analys av environmental storytelling i tv-spelet INSIDE." Thesis, Högskolan Dalarna, Bildproduktion, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29537.

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INSIDE is a puzzle video game with no voices or text. INSIDE is a story about a boy’s journey into the unknown. During the entire story the player doesn’t hear one word of dialogue or reads a single written word of text. That might sound strange and convoluted but what makes the player understand it anyway? How can you tell a story without telling it? Environmental storytelling is a way to make the environment help tell a story and how does INSIDE make use of that? How does the puzzles fit into the narrative and how can puzzles also tell a story for the player? This is an analysis of what INS
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McKillop, Chris. "'Stories about ... assessment' : understanding and enhancing students' experiences of assessment in art and design higher education using on-line storytelling and visual representations." Thesis, Robert Gordon University, 2006. http://hdl.handle.net/10059/230.

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This thesis aims to investigate students’ qualitative experiences of assessment in art and design higher education using storytelling and visual representations. It aims to investigate whether collaborative storytelling can encourage students to reflect on, and learn from, each others’ experiences of assessment. In order to examine these aims, an on-line tool, ‘StoriesAbout… Assessment’ was designed and developed, based on an adapted model of storytelling as a reflective tool in higher education. Visual representations of students’ experiences were also used to identify the affective aspects o
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Lehmann, Henrik. "Vad kommer hända Bambi? En visuell analys om förväntningar i reklamfilmen Bambi." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22819.

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Uppsatsen syftar till att undersöka hur företag använder sig av narrativ och form i reklamfilmer för att forma en publiks förväntningar och marknadsföra en produkt, med hjälp av frågeställningen “På vilka sätt kan förväntningar för en viss publik skapas genom narrativ och form samt förkunskap och genre i reklamfilmen Bambi (2001), och hur använder sig Sony detta för att sälja en produkt?”. Materialet, en film som gör reklam för spelkonsolen Playstation 2, analyseras genom en visuell analys, kombinerat med en film- samt narrativ analys. Undersökningen resulterade i konstaterandet att filmskapar
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Dell-Jones, Julie Vivienne. "Intersecting Stories: Cultural Reflexivity, Digital Storytelling, and Personal Narratives in Language Teacher Education." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7144.

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This narrative inquiry dissertation explores stories from three students over a two-year trajectory as they develop into language educators in diverse contexts. The study begins in a teacher education course focused on technology for language teaching in English as a second language (ESOL) and foreign language education (FLE) classrooms. As instructor, I implemented a digital storytelling (DS) project with the pedagogical goal of supporting the much-needed practice of reflexivity, and specifically, reflexivity of intercultural competence (IC) and culturally-responsive pedagogy (CRP
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Arendse, Lesle Anne. "Visual Storytelling in the Cape Flats Gang Biopics Noem My Skollie (2016) and Ellen: Die Storie van Ellen Pakkies (2018)." University of the Western Cape, 2021. http://hdl.handle.net/11394/8168.

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Magister Artium - MA<br>This M.A. mini-thesis seeks to open up the post-apartheid South African biopic as a topic for serious historical scrutiny. While book-length written biographies published in the post-apartheid (and apartheid periods) are the subjects of a now quite extensive historiographical literature, biography on film – including in the form of filmic dramas – has been hitherto entirely ignored. Social history or marginalised lives and not political lives of struggle against apartheid have been the predominant subgenre within this emerging field: with sixteen biopics having been pro
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Proud, Keven Dell. "Visual Storybooks: Connecting the Lives of Students to Core Knowledge." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3386.

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In order to help students find connections to the Core Knowledge curriculum and the principles of Discipline-Based Art Education, the author uses narrative and visual storytelling in the form of altered books to make meaning and relate the lives of students to the art content. The author uses methods of action research to plan a curriculum intervention, work with the students to create their visual stories, reflect on his instruction along with student learning, and collect students' responses through surveys. The author also gathers data through the students' journals and artworks. Through th
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Petit, Elyse Barbara, and Elyse Barbara Petit. "Enhancing Visual and Critical Media Literacy in a Foreign Language Classroom through Media Production and Digital Storytelling: Students' Voice and Agency." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/625588.

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Grounded in the a Pedagogy of Multiliteracies (New London Group, 1996), this dissertation reports on the implementation of a fourth semester French curriculum informed by Cope and Kalantzis's (2000, 2009, 2015) framework of learning by design, with a focus on visual and critical media literacy development to enable intermediate French students to consider multimodal texts from the perspective of consumers as well as producers and to understand the meaning potential that exists between and within the semiotic resources afforded in media production (Nelson and Kern, 2012). Drawing upon "the val
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Alchalabi, Hayfaa. "Your Exotic, Your Victim, Your Terrorist. : Visual storytelling to challenge the Western stigma of Arab women living in areas of conflict." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76141.

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This thesis aims to explore how illustrative storytelling can challenge the western stigma of Arab women in areas of conflict. This exploration will be done through an analysis on the history and the current visualization of Arab women in the west and a series of illustrations I will be creating that propose a narrative opposing this visualization. My study will show how the visual references used for my research have had a major effect in shaping the image of the Arab women in the west. The aim of this project is to use the same characteristics that fall under the stereotypical visualizations
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Ingólfsson, Angelica. "Bildformatets effekt: bör filmen anpassas till 1:1 för att fungera på Instagram? : En kvalitativ intervjustudie av bildformatets inverkan på publiken inom genren storytelling." Thesis, Högskolan Dalarna, Bildproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-30729.

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Att en publik upplever en berättelse i reklamfilmen olika är en självklarhet och i dagens transmediala medievärld där så pass mycket reklamfilm publiceras på många olika plattformar blir det en labyrint för ingen mindre än medieproducenten. Vilket format man ska välja, och hur det förstärker eller förminskar berättelsen är en ständigt pågående diskussion. Syftet med denna studie var därför att undersöka vad som hände med handlingen när formatet ändrades till 1:1 och hur publiken uppfattade berättelsen då, när bilden beskurits från det bredare bildformatet till ett kvadratiskt bildformat. Studi
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Malmborg, Beatrice, and Sebastian Ruther. "Visuellt narrativ i spelmiljö." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16435.

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Detta kandidatarbetet handlar om visuella stilar och utseende i spelmiljö och hur detta kan påverka narrativet i ett spel. För att undersöka vår frågeställning har vi tittat på hur narrativ förmedlas i text, film och reklam, och hur samma metoder kan tillämpas i för att berätta med hjälp av spelmiljö. Vi har sedan testat dessa tillvägagångssätt genom att skapa ett digitalt fantasyspel som är fokuserat på just narrativ. Metoder som vi har använt oss av är Kanban för dess struktur i en produktionsmiljö, Matter Matters och Agentiell Realism för den vikten som de lägger på materialen och objekten
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Fröjdh, Eira, and Saad Elhachimi. "Lush authenticity : The construction of authenticity in branded entertainment." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44282.

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This thesis examines how authenticity is articulated and communicated in contemporary forms of branded entertainment. In a digital media landscape, participatory culture and co-creation has become of primary importance, leading to ‘authentic’ and ‘amateurist’ characteristics being strategically implemented in advertisements and professional media content production. At the same time, research on brand communication and authenticity have overlooked the many ways in which brands extend and mediate authenticity, especially in relation to symbolism and visual semiotics. In this thesis, we explore
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Söderström, Robert, and Joakim Hansson. "Plötsligt händer det : En vetenskaplig artikel om att skapa digital konst föratt uppmärksamma baksidan av spelreklam." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-22130.

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This scientific paper aims to study how one can create and use digital art through criticaldesign as design perspective. The goal with our digital art is to draw attention to a socialproblem in society. In this case, we are focusing on the darker side of the advertising videosof gambling activities. The digital art is created in the form of surrealistic imagemanipulation that are inspired by photographers and artists like Erik Johansson. The articlewill research and analyse gambling advertising and problematize this subject to thenillustrate a design from a critical, dark, humorous and artisti
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Lin-Stephens, Serene Yu-Chen. "An Empirical Investigation of Narrative Competency: Effects of an Image-based Intervention on Interview Anxiety and Performance." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/28881.

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There exists a prevalent assumption that human beings are natural storytellers in narrative career counselling. This research program challenges this assumption in a series of empirical studies on interview storytelling. Additionally, this investigation employed image-supported narrative preparation to improve interview anxiety and performance, as a matter of concern in vocational rehabilitation and career guidance. The research process consisted of one systematic review, two case studies, and four experimental and quasi-experimental studies, the last of which explicated the effect mechanism u
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Carrot, Filipa Ribeiro. "Espaços arquitetónicos em narrativas interativas e virtuais." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/10824.

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Dissertação de Mestrado em Arquitetura, apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>A Arquitectura é reflexo do Homem e da Sociedade, na medida em que materializa diferentes formas como o Homem individual e colectivo vê o mundo, dos seus condicionamentos cognitivos, éticos e sociais, das suas expectativas, do viver em sociedade e do espaço existencial e expressivo que cria à sua imagem. Se observarmos a arquitectura que surge como cenários dos videojogos, percebemos que ela é mais do que um simples “background” para a acção. Ela vai ev
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Golshiripour, Esfahani Mohsen. "An exploration of artists’ and consumers’ online art storytelling: A narrative transportation theory perspective." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2024. https://ro.ecu.edu.au/theses/2842.

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The art industry has undergone a tremendous transformation due to the rapid growth of online marketplaces. This change has provided artists with unprecedented opportunity to reach a global audience. However, it has also presented obstacles in forming meaningful connections with potential customers. Through the lens of Narrative Transportation Theory (NTT), this study examines the characteristics of artists’ storytelling and the interpretation of such narratives by online art market consumers. The main objective is to investigate the types of storytelling techniques evident in narratives create
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Widjajanto, R. Julius Bambang Wahju Agung [Verfasser], Heidi [Akademischer Betreuer] Schelhowe, and Andrea [Akademischer Betreuer] Sick. "Wayang Authoring: A Web-based Authoring Tool for Visual Storytelling for Children / R. Julius Bambang Wahju Agung Widjajanto. Gutachter: Heidi Schelhowe ; Andrea Sick. Betreuer: Heidi Schelhowe." Bremen : Staats- und Universitätsbibliothek Bremen, 2011. http://d-nb.info/1071897616/34.

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Perez, Quintero Camilo E. "In-Between the Frames: Contesting Stigmas of Violence and Illness Through Digital Storytelling (a Visual Social Semiotic Analysis of Pasolini en Medellin and the PD Narrative Project)." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565285316168429.

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Towndrow, Lizzie. "The Patchwork-Quilter as the Storyteller : MY DEAD DOG!" Thesis, Konstfack, Textil, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5558.

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Objects can evoke our most vivid memories and sensory emotions, through the stories that have been engraved into them across their lifetime. Throughout history, patchwork-quilting has been used to tell stories, hide messages and hold histories. They are seen as objects of warmth, comfort and security, inanimate extensions of ourselves that store our most complex sentiments and memories- becoming heirlooms that are kept in the families and communities for generations, preserving our histories and material culture.    I intend to explore the inseparable relationship between craft and narrative w
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Simionescu, Dana Cristiana. "The Impact of Emotional Design on the Effectiveness of Instructional Materials." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1585757840646923.

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Neves, Marco António Costa. "Desenvolvimento de uma campanha audiovisual de consciencialização ecológica para os jovens: o caso do projeto/Webapp Imprint+." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23382.

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Mestrado em Comunicação Multimédia<br>A presente investigação visa essencialmente entender como desenvolver um produto em formato audiovisual para potenciar a consciencialização ecológica nos jovens, trabalhando em paralelo com o projeto Imprint Plus. Os problemas da sustentabilidade ecológica são uma realidade e desde há algum tempo que se fala sobre a pegada da humanidade no meio ambiente. Será através do storytelling que se pretende criar emoções para persuadir e passar a mensagem ao público alvo, de forma a passar conhecimento sobre esta matéria preocupante para o futuro do planeta. Esta
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Melin, Matilda. "Hur visuellt material används för att påverka känslor och upplevelser i stunden : En analys av nio Instagraminlägg på temat välmående." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43958.

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I denna uppsats undersöks och analyseras nio Instagraminlägg på temat välmående utifrån teorin om visuell perception och visuellt berättande. Syftet är att undersöka hur företag, med Instagraminlägg på temat välmående, kan ge personer verktyg att förbättra sitt eget välmående. Frågeställningen som uppsatsen söker svar på är; Hur kan Instagraminlägg på temat välmående användas för att påverka känslor och upplevelser positivt i stunden? En kvalitativ fokusgruppsintervju används för att undersöka fyra individers upplevelser och känslor kring inläggen. Resultate
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Ferraro, Tonya. "Letters from an interdisciplinary artist: Illuminating Korean adoptee identity through mentors and metal." ScholarWorks @ UVM, 2014. http://scholarworks.uvm.edu/graddis/5.

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Interdisciplinary integration and practice through meaning making and context can contribute to the reconsideration and revolution of research by supporting narrativesand creating space for public discourse. In researching my heritage as a Korean adoptee, I found that the literature has been predominantly from adoptive parents' perspective,focusing primarily on child and adolescent development. Lacking in the literature is the adult adoptee perspective, and specifically their experiential voices. This interdisciplinary thesis has three major purposes (1) to explore how transracial transnationa
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Ho, Quan. "Architecture and Applications of a Geovisual Analytics Framework." Doctoral thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-91679.

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The large and ever-increasing amounts of multi-dimensional, multivariate, multi-source, spatio-temporal data represent a major challenge for the future. The need to analyse and make decisions based on these data streams, often in time-critical situations, demands integrated, automatic and sophisticated interactive tools that aid the user to manage, process, visualize and interact with large data spaces. The rise of `Web 2.0', which is undisputedly linked with developments such as blogs, wikis and social networking, and the internet usage explosion in the last decade represent another challenge
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Dilworth, Jason Orvis. "Vernal." VCU Scholars Compass, 2009. http://scholarscompass.vcu.edu/etd/1748.

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Culminating with a dream, this project transverses theoretical and geographical boundaries with explorations into the message-carrying potential of video, sound, performance, print, and web. Stories and content are extracted from an autobiographical history of one small western town turned boomtown. That town, the center from which the project emerges, is Vernal, Utah.
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