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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Vizstory:視覺化數位童話故事 / VizStory: Visualization of Digital Narrative for Fairy Tales

黃詰仁, Huang, Chieh-Jen Unknown Date (has links)
在現今的社會中,我們可以隨處見到影像被用到各個地方,像是報章雜誌、網站或是兒童圖畫書中,影像可以加深讀者對文字的印象。對一般人而言,這些影像往往比周遭的文字來的更吸引人。尤其,童話故事的文本若以影像的視覺方式呈現,將更可吸引兒童的注意。 因此,本論文研究將文字形式的童話故事文本轉換為影像的視覺化技術。我們利用童話故事的敘事結構、角色等特性,將童話故事依故事劇情分段。從中找出代表每個段落主題與故事全文的關鍵字,並利用全球資訊網的影像搜尋引擎來找出初步的影像集合。最後再為每一段落找尋適合的影像,進而達到視覺化的效果。實驗結果顯示,本研究所提出的視覺化技術,在還原童話故事的敘事結構上,準確率約70%。 / Stories are often accompanied with images, in order to emphasize the effect of stories. In particular, most fairy tales written for children are decorated by images to attract children’s interest. This thesis focuses on story visualization technology which transforms text of a fairy tale into s series of visual images. The proposed visualization technology is developed based on the narrative structure of fairy tales. First, the input fairy tale is divided into segments in accordance with the plot of the story. Then, global keywords for the whole story and segment keywords for each segment are extracted. Moreover, expanded keywords which are important but infrequent in each segment are discovered. These three types of keywords are fed into Web Image Search Engine to find the initial image set. At last, the proposed system filters out the irrelevant images from the initial image set, and selects the representative image for each segment. Experiments show that the proposed method achieves 70% accuracy for the reconstruction of narrative structures of fairy tales.
2

數位繪本結合互動遊戲之創作與體驗分析 / The Analysis of Creating and Experiencing Digital Picture Book in Combination with Interactive Games

張耀穗, Chang,Yao Suei Unknown Date (has links)
平板電腦的興起,使得繪本從傳統的紙本繪本,慢慢加入可互動的概念元素,繪本發展出更多的可能性,在數位時代下的敘事與傳統敘事很大的不同點在於作者權(authorship)的轉移,數位敘事作者的工作不再只是單純的編寫故事,而是搭建一個空間、繪製一個介面、培養一種情緒、提供一個議題與誘因,引發共鳴之後,交由使用者共同來提供內容,一起將故事完成。 然而目前坊間的繪本,雖然有很多很棒的多媒體效果,也有一些互動讓使用者參與,但這些互動往往都只是為了增加故事的有趣性,卻沒真正結合著劇情,給人一種為了互動而互動的感覺。針對於此,此創作希望能結合數位遊戲RPG的概念,讓讀者能透過故事線的牽引,一同參與故事其中,讀者不再只是單純的看故事,而是一起加入玩故事。 本創作選擇了偵探故事為主題,以App的形式展現,希望讀者能像故事劇情中的偵探一樣,了解兇案的發生後,藉由故事線的牽引,一同去幫忙尋找線索,最後將整件案件破案,便完成了整個故事。 最後,App完成後會邀請使用者來試玩,用問卷作答以及實際訪談使用者,蒐集使用者的閱讀回饋。蒐集來的意見,除了能幫助這個互動創作做改進之外,使用者的意見回饋也能給予後續創作者開發建議。
3

「觸景生情」---一個數位敘事的思考與實驗

郭家融 Unknown Date (has links)
數位時代,媒體的敘事語言產生許多變異與革新,諸多理論、觀念與想像不斷萌發,同時具體的實驗和作品也不斷在數位媒體的發展下產生。本研究嘗試在理論與實務之間,求取一個對話與測試的實踐空間,一方面進行數位敘事的理論整理與思考,一方面則將這些理論想像具體化,建構出一個實際的數位敘事實驗作品。 本研究分為兩個部分,第一個部分是「關於數位敘事的幾種理論與思考」,包括了數位敘事的理論整理,如互動非線性敘事、後設敘事、互文性與資料庫、解放性書寫、真實與虛擬、銀幕空間、共時性敘事與有機敘事文本等等,並經由一些電玩遊戲和電影文本的觀察,提出了互動非線性敘事需要的可能是如「近文本性」的「無關緊要的敘事結構」、解構敘事元素並重新加以拼貼的「自製電影」式的後設敘事玩法、真實虛擬風格成為數位敘事主要類型文本,以及數位敘事中建構互動故事世界與空間之重要性等等的設想與思考。 第二部分則為具體的「觸景生情」網站作品(http://www.denniskuo.com/)與闡述其製作理念與過程的工作報告。「觸景生情」網站應用了Benjamin的斷裂式回憶與Bachelard的家屋想像於網路空間中,呈現一個家屋與之中的物件,點選每一個物件便會出現其代表的一段回憶,閱讀形式上成為不具前後順序的非線性結構。視覺形式上使用多媒體整合並且如同一個「線上漫畫」,以停格靜止方式提供讀者選擇進而呈現故事。主文本之外並有許多近文本的設計,如網路小遊戲、元電影資料庫介面設計、閱讀動線設計、網路攝影機使用以及對話空間平台等等。除了數位敘事上的實驗之外,最後還包括了以Web2.0為概念所設計出的網路商務模式,網站在主文本之外,有一個介面可以讓讀者上傳自己的影像、聲音或文字素材等等,經由「客制化」或「精緻化」兩種模式的選擇模式,讀者可以建立一個屬於自己的「網路動態明信片」,將想說的話透過網路或下載以多媒體方式向他人訴說。 「觸景生情」的內容在傳統媒體的範疇與定義裡是一個簡單的故事,但在數位網路化世界裡,可以藉由網際網路的特性產生許多趣味變化、閱讀方法、甚至延伸的網路商務應用,思考並呈現了數位時代敘事語言的豐富樣貌。
4

「無語良師」: 一個數位互動敘事之初探與實踐 / The silent mentor: a preliminary delving and practices of digital interactive narration

賴睿伶, Lai, Rei Ling Unknown Date (has links)
「無語良師」是一群已往生者用身體教育醫學院學生的故事。這群慈濟大學醫學院的遺體捐贈者,在生前即自願將遺體作為醫學院學生解剖課程之用,為了能夠完成捐贈,大多數的老師於生命最後都放棄積極性的治療。而學生們不僅要造訪捐者家人,為其立傳,每次課程前也必須向遺體敬禮問訊,並於期末課程結束後,縫合遺體為其穿衣、送靈。其解剖課程兼具醫學與人文,為現代醫學教育中少有之課程模式,這群捐贈者在慈濟大學即稱為「無語良師」或「大體老師」。 2005年筆者應工作之需製作其紀錄片,在記錄過程中,蒐集各方資料並持續進行拍攝,在素材漸豐之際,數位敘事產製內容之產製概念方興未艾,特別是以網站的形式或互動式DVD,發揮其非線性敘事之特色並強化使用者之互動性,此為內容產製者提供一個不同於以往線性傳播之新的溝通平台。 數位內容具有「數值化的再現」(numerical representation)、「模組化」(modularity)、「自動化」(automation)、「變異性╱液態化」(variability / liquidity)與「轉碼化」(transcoding)(Manovich,2001)之特性,並以其「非線性」與「節點」等之敘事模式創造互動與多元對話的可能。本研究將爬梳數位互動敘事之原理,並以「無語良師」紀錄片之素材作為原料,以實驗性質,嘗試將原線性敘事之故事轉化為數位互動內容作品。 / The Silent Mentor” tells the stories of the body donators who contributed their cadavers to teach the medical students the way to respect and cherish human body. The body donators of the Medical School of Tzu Chi University signed the will to give up any progressive treatment so that they may donate the bodies to the students to carry out surgery practices. Before the students practice dissection they are urged to visit donator’s family and write the life stories of donators, so that students may come to know that they are not dissecting a cadaver but an altruistic spirit and a giving soul. Students bow to the silent mentor every time before practicing dissection. At the end of the practices, students will stitch the body of silent mentor inch to inch, to insure that the body has been reinstated. Aftermath, students put clothes on silent mentors and participate their memorial ceremonies to express their deep gratitude and farewell to silent mentors. The program of dissection that combines both medical knowledge and humanity has been the paradigm of modern medical education. The body donators thus, named as “The Silent Mentor”. At the time I am producing a documentary on this extraordinary story for Da Ai TV Station, I extensively gather relative data and conduct interviews on this subject. Before I go for editing, the digital narration increasingly becomes an alternative trend of new media technology. It is especially true that the Internet interactive format and interactive DVD have developed the nonlinear narrative advantage and thus, provide an accessible platform for the viewers to mutually interact with the content providers. Digital content accommodates the characteristics of numerical representation, modularity, automation, variability / liquidity, and transcoding, furthermore, via the nonlinear and plots, it provides the accessibility of multiple and interactive dialogues. My research will aim to delve and develop the principles and techniques of digital interactive narration. Then the documentary of “The Silent Mentor” will be my illustration, from which, I am going to experimentally develop a model describing how would the traditional linear narrative element, which “The Silent Mentor” should be carried, transform into nonlinear digital interactive narrative model.
5

敘述創作電腦輔助系統 / A Computer-aided System for Narrative Creation

張允泰, Yun-Tai Chang Unknown Date (has links)
對於許多人而言,在寫作時要寫什麼題材、元素常另人傷透腦筋。本研究的目的為透過設計一個輔助敘事創作的電腦系統,來激發使用者在素材上的創造力,以期幫助使用者創作出一個題材新穎的故事。許多電腦輔助系統 (如 CAD, CAI, ITS等),已經注意到協助創意思考的重要性。Liu (2000) 利用電腦運算將形狀重組,讓原本單一的形狀能延伸出許多不同的形狀,提供更多的變異性以激發使用者的創造力;因而本研究擬對於圖片、文字等以內容為主的元素,嘗試以Liu所提出的方式再生多樣的訊息;然而目前電腦要產生內容性的元素仍十分困難,因此人們對同樣一件事物的不同的想法,便成了提供變異內容的最佳資料庫,例如,Huang, Li, Wang & Chang (2007) 便利用腦力激盪的合作方式達成創意學習的目標。 本研究針對敘事創作,提出一個Picture-Attributed-Note (PAN) 架構,期望能激發使用者的敘事創意並協助其完成故事創作。在激發創意的部份,我們利用圖片、分類和筆記來呈現和記錄資料。其中分類筆記是以文字方式呈現,我們採用 Rabiger (2000) 所提出的 Character, Location, Object, Situation, Action, and Theme (CLOSAT) 來進行分類,藉圖片和分類資料的刺激,讓使用者能對故事中各樣的元素有更多的想法或聯想,以達到透過變異資料來激發創造力的目的。我們以PAN架構為基礎實作了一個電腦輔助系統來了解系統對使用者所產生的影響,並驗證所設計系統的有效性。本研究邀請了四位受測者來創作故事,其中一位在創作過程中沒有系統的輔助。在創作完畢後,四位受測者皆立刻觀看實施影音回溯來說明創作的過程。此資料最後用內容分析法,透過Chen (2002) 針對電腦系統所提出涵蓋 Conceptual, Operation, Perceptual和 Evaluation四個構面的編碼予以分析比較。實驗結果說明PAN 系統能幫助激發使用者尋找元素且不會改變使用者敘事創作的過程,同時PAN系統的介面設計能讓使用者能更專注於敘事創作的過程。 / It is difficult to find elements or topics for many people when they are writing a story. The goal of this research is to design a computer-aided system for narrative, which can stimulate user’s creativity on finding story elements. Many computer-aided systems (e.g. CAD, CAI, ITS etc.) have noticed the importance of assisting creative thinking. Liu (2000) reassembled a shape to provide different shapes for users, so their creativity can be stimulated through seeing more variables. This study uses pictures and texts as the elements and tries to use Liu’s method to reproduce more elements. However, it is difficult for computer to automatically generate pictures and texts that can deliver appropriate meanings and contexts. Nevertheless, people’s divergent thinking is a good source for computer to leverage. For instance, Huang, Li, Wang & Chang (2007) proposed a method to assist creative learning by brainstorming and cooperation. In this study, we focus on narrative creation and propose a Picture-Attributed-Note (PAN) framework to assist a writer’s creating process. We use picture and attributed notes to present and record story elements and to stimulate creativity. The attributed notes are presented by texts and in this study we utilize six attributes: Character, Location, Object, Situation, Action, and Theme (CLOSAT), which were proposed by Rabiger (2000), to categorize the text. We attempt to stimulate user’s creativity through the pictures and attributed notes and make the user think and associate elements for his/her story. In this study, we have implemented the PAN framework as a computer-aided system and conducted experiments to know how a user uses the PAN system for story writing. We invited four participants to create a story, one without the PAN system. When they completed their stories, they were asked to do video/audio protocol immediately. We used content analysis to analyze the data through four main categories: Conceptual, Operational, Perceptional and Evaluation (COPE) coding system, proposed by Chen (2002), to analyze and compare data. The analysis on our experimental results reveals that the PAN system can help stimulate user’s creativity and does not change the writer’s main creating process. In addition, the user interface of the PAN system can allow the user to concentrate more on the creating process.
6

具地理位置訊息之無所不在行動協作數位敘事平台 / Ubiquitous mobile collaborative digital narrative platform with location information

林思采, Lin, Si Cai Unknown Date (has links)
科技的演進可能改變了人們的生活行為。隨著智慧型手機的快速成長,數位敘事將會以一種嶄新的方式產出行動內容。我們透過互動設計的元素以及「行動敘事」的特性為依據,設計了一個無所不在的「行動協作數位敘事平台」,以促進這個改變能實現。利用這個平台,使用者根據他/她的所在地,不僅可以下載閱聽附近的行動內容,並且可以增修或記錄周遭的事物後上傳。我們並加進「協作」的功能到此平台,以提昇內容的多元與豐富,使得閱聽者,更能夠沉浸在敘述的內容當中。除此之外,本平台也增進網路技術,使其可以在離線時仍然可以持續記錄與協作內容,不受時空限制。 我們建置了這個平台以APP的型式在Android系統上呈現,並作田野實驗,以研究此新的行動協作敘事型態。我們針對平台進行兩個部分的評估與分析,其一為使用者介面的評估,我們以放聲思考法進行,並隨後對介面做出修正;其二為平台系統使用評估,此部分以訪談法進行,並同時與系統Log作比對驗證。平台實驗發現的設計元素以及使用行為,希望可以在未來對此領域欲進一步研究者,提供很好的建議。 / Technologies could change users’ behaviors. As the recent growth of mobile smartphones, digital narrative would have a new way to create mobile content. Through interactive design components and features of “mobile narrative”, we design a "Mobile Collaboration Digital Narrative Platform" to facilitate this change. A user can retrieve nearby mobile content, and also have the ability to add, edit or record what is happening at his/her present location. By adding the feature of “collaborative content creation” to the platform, the content can be made more diverse and rich and the reader can better immerse him or herself in it. Moreover, by the enhanced network technology, the platform can also work in offline mode to make it function ubiquitously. In order to study the new type of mobile collaborative narration, we develop the system (an Android App) and do field trial. We evaluate and analyze the system for two parts: one for the assessment of the user interface, and the other for system usage evaluation. We use the think aloud method for the former to amend interface design. For the latter, we interview with users, which are also compared with the system log for justification. The design components and the results for usage behaviors that we found from the new platform will provide a good recommendation for future further study in the field.
7

帶走一首曲子:結合音樂與敘事之數位繪本創作 ─以《心弦之歌》App為例 / Bring back a piece of music: a creative project of combining music and storytelling in the interactive music picture app-”Song of Heartstrings”

游馨婷, Yu, Hsin Ting Unknown Date (has links)
本創作嘗試發展一套結合音樂與故事元素的數位繪本,以非線性敘事為架構,融入音樂敘事元素,以「帶走一首曲子」的閱讀形式,創造一種新的繪本閱讀經驗。在閱讀繪本的過程中,讀者可以透過選擇場景中的角色,在閱讀完該角色故事後,獲得代表角色的音樂元素。隨著多次選擇互動,背景的音樂元素也慢慢增加,讀完故事的最後,可以得到一首完整的曲子。根據讀者的選擇不同,將得到不同的音樂結果,此結果也詮釋了每一次的故事經驗。 本繪本創作以「心弦之歌」為主題,透過主角與城市人物的互動,產生聽覺和視覺的變化。本創作期望創造一個由單一至豐富的閱讀體驗,透過音樂、人物與故事的結合,加深作品所要傳達的訊息,並結合音樂和繪本的療癒特性,來達到滿足的效果。 創作完成後進行作品實測與評估,施測對象根據目標對象及評估目標,由21-30歲具繪本閱讀經驗者及潛在讀者、具數位繪本或音樂相關互動App使用經驗者、具音樂背景者所組成,分別就內容及形式兩個面向,透過作品實測、問卷和深入訪談的方式來評估是否達成創作目的,並針對問卷及訪談的結果進行歸納分析,最後提出結論和建議。 / The purpose of this research is to develop an interactive digital picture book app which combines musical and narrative elements by adding musical narration into non-linear narrative structure. This digital project, “Song of Heartstrings”, is aimed at creating a new reading experience of picture book by designing the reading form: “Bring Back a Song”. “Song of Heartstrings” shows auditory and visual changes through the interactions between protagonist and other characters. Through the reading process, audience can select one or more characters among all, and collect corresponding soundtrack after finishing the character’s storyline. The goal of this app is evaluated by readers’ experiences test, questionnaires and in-depth interviews. After that, we use inductive approach to analyze the result of questionnaires and in-depth interviews, and make conclusion and recommendation.
8

DVD-ROM資料庫之敘事結構、觀點轉換分析:以迷城計劃「Bleeding Through Layers of Los Angeles:1920-1986」作品為例 / Structure and P.O.V in DVD-ROM database narratives:analyzing "Bleeding through layers of Los Angeles:1920-1986"

劉佳惠, Liu,Chia Hui Unknown Date (has links)
傳統敘事如小說透過文字表現,如攝影凍結時間以照片表現,如影片透過蒙太奇將事件以時間序列安排,而數位敘事竟能一次包含上述所有文本於一體,其中奧妙的敘事模式究竟為何?本研究的主體-資料庫,作為數位敘事的一種類型,一種文化形式,如何將傳統敘事元素徹底拆解成數碼格式?又這些傳統敘事元素如何轉換、又如何殘存於資料庫敘事中? 藉由文獻分析之過程,探究傳統敘事理論與數位敘事理論之間的可能關係,並透過所選個案文本【Bleeding Through Layers of Los Angeles:1920-1986】,進行「敘事結構」、「敘事觀點轉換」兩大面向之分析,試圖瞭解在數位的浪潮下,人們說故事的方式、故事的樣貌是否有變化的可能性,以提供數位敘事設計者一些理論與實務上的思考。本研究結果歸納如下:1. 開放的敘事結構啟動讀者更多闡釋,2.互為文本的兼蓄性讓敘事有最大程度展示空間,3. 互動敘事達到讀者實質與文本互動。 / Fiction performs through text. Photography performs through images. Movie performs with video; with the help of montage, video has meanings. All of them are traditional narratives, and digital narrative contains all of the above. How does digital narrative work these out? This research aims to discuss “the database narratives”. As a type of digital narrative, how does database narrative completely dismantle the traditional narrative elements into a digital format? By analyzing the reference documents, we could find the relation between theories of the traditional narrative and digital narrative. Through the selected piece of work “Bleeding Through Layers of Los Angeles:1920-1986”, this research focuses on "narrative structure," and "point of view," trying to understand the way of storytelling in digital times. This research concludes with the following: 1. Open narrative structure renders a text more interpretations. 2. Inter-textuality enhances the scale of narrative to the most. 3. Interactive narrative enables readers more interactions with the text.

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