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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.
11

Discourses of Power and Representation in British Broadcasting Corporation Documentary Practices: 1999-2013

Thornton, Karen D. January 2018 (has links)
This dissertation re-evaluates the ways in which contemporary television documentary practices engage their audience. Bringing together historical frameworks, and using them to analyse a range of examples not considered together within this context previously, the main finding is that the use of spectacle to engage the audience into a visceral response cuts across all of the examples analysed, regardless of the subject matter being explored. Drawing on a media archaeological approach, the dissertation draws parallels with the way in which pre-cinema engaged an audience where the primary point of engagement came from the image itself, rather than a narrative. Within a documentary context, which is generally understood as a genre which is there to educate or inform an audience, the primacy of spectacle calls for a re-evaluation of the form and function of documentary itself. Are twenty-first century documentary practices manufacturing an emotional connection to engage the audience over attempting to persuade with reasoning and logic? The answer contained within this dissertation is that they are.
12

Transmedia Storytelling for Television in Taiwan: Do Audiences Want to Engage?

潘偉力, Portwood, Mark Unknown Date (has links)
Transmedia Storytelling is an often-discussed buzz word in entertainment circles, but currently there are very few cases of it in Taiwan’s television market. Furthermore, there is very little literature or research done addressing this field in a way that would enable would-be producers to design a transmedia production to meet their targets successfully. The aim of this study was to gather empirical data on how likely consumers of television programs in Taiwan are to interact with transmedia content for their preferred TV programs. This information should prove useful to producers to have a reference of what types of transmedia extensions to put time and money into and which platforms to target for maximum audience engagement. Additionally, any researchers that are interested in audience-side information on transmedia consumption and engagement in Taiwan should find this study of interest. This study employed the use of survey data and to generate some meaningful data about this topic. Now that the data has been gathered and analyzed, a clearer picture of audience engagement with possible transmedia productions in Taiwan has been shown.
13

Virtual Cheering together : Studies of Audience-Performer Interactions on live-streaming platforms

Stella, Wong January 2021 (has links)
In the previous two decades, live streaming has become a popular trend in the music industry. From TV and radio broadcast to live streaming on social media, the relationship between audience and performers has been transforming over time. In 2019, due to the sudden spread of Covid-19, the popularity of watching live streaming events reached an unprecedently peak. According to some market studies, this trend will continue even when the pandemic will be over. This research aims to explore how live streaming has changed the interaction between audiences and performers as a consequence of this great event.  In order to understand the current music live-streaming culture, an online survey, interviews and field studies were conducted to obtain insights about potential problems and needs in live streaming. Through the project, a new design feature, the “Cheering” function, is suggested as an additional function to the existing live-streaming platforms, to enhance and enrich the interaction between audience and performers.
14

Transmedia Storytelling Through the Lens of Independent Filmmakers: A Study of Story Structure and Audience Engagement

Bozic, Sonja January 2018 (has links)
No description available.
15

Study of the impact and usage of an audience engagement tool at live events

Funkquist, Martin January 2019 (has links)
This paper describes the process of evaluating an audience engagement tool developed by a company called Stagecast. It is evaluated using the system usability scale, which is a common and simple way of measuring the usability of an application. The process starts with developing a feedback moment for the application that includes questions from the system usability scale. The application is then first tested in a laboratory setting with the feedback moment launched after an event, and second, it is tested in a real live event. The results in this paper indicate that the overall satisfaction with the Stagecast application was average, based on scoring of previous usability tests, with a score of 65.96 for the SMASK live event, though the participation in the feedback moment was limited. / Den här rapporten beskriver processen för utvärderandet av en produkt för att engagera publiken under live event som utvecklats av företaget Stagecast. Produkten är utvärderad med hjälp av system usability scale (SUS), vilket är ett vanligt och simpelt sätt att mäta användarvänlighet för applikationer. Processen börjar med att utveckla en feedback moment för applikationen som innehåller frågor från system usability scale. Applikationen är sedan testad i en studio där feedbackmoment lanseras efter eventet. Steg nummer två är att lansera feedbackmoment efter ett live event. Resultaten i den här rapporten indikerar att generella tillfredsställelsen med Stagecast applikationen var medel, baserat på en sammanställning av tidigare undersökningar med SUS. Poängen blev 65.96 för SMASK eventet, men deltagandet i feedbackmoment var begränsat.
16

Is Technology the Way Forward for Classical Music? Exploring Audience Engagement in the Digital Era

Frantz, Elizabeth Lorraine 28 May 2015 (has links)
No description available.
17

Audience Engagement Strategies for New World Performance Laboratory: a Proposal

Milindasuta, Premmarin January 2016 (has links)
No description available.
18

Vad engagerar till att rädda liv? : En semiotisk och retorisk analys av hur välgörenhetsorganisationer kommunicerar för att engagera mottagare / What engages to save lives?

Hedgren, Hanna, Sjöberg, Elina January 2016 (has links)
Hur välgörenhetsorganisationer kommunicerar är betydelsefullt för att skapa engagemang. Genom att använda olika element i kampanjfilmer kan organisationerna öka uppmärksamheten och medvetenheten hos mottagaren. Syftet med denna studie är att ta reda på hur två av Sveriges främsta välgörenhets­organisationer kommunicerar via kampanjfilmer för att väcka ett engagemang hos publiken. Vi undersöker vilka element och myter som finns närvarande i kampanjfilmerna, hur celebriteter kan bidra till att väcka engagemang samt vilken roll sociala medier har i publikens engagemang. Den teori vi utgår från i denna studie berör ämnen som celebriteter, publikengagemang samt spridning i sociala medier. Det är en kvalitativ studie med en induktiv ansats och vi genomför en semiotisk bildanalys samt retorisk analys av fyra kampanjfilmer. Urvalet består av två kampanjfilmer från Unicef och två kampanjfilmer från Plan Sverige. Studiens resultat visar att välgörenhetsorganisationer använder celebriteter för att tilltala målgrupper i olika åldrar och för att öka trovärdigheten i deras kommunikation. Genom att använda utsatta barn som element förstärks känslor som medlidande och frustration över barnens situation och detta kan väcka känslor och behov av ett djupare engagemang hos mottagaren. Att använda element som humor, kända talespersoner samt unika budskap kan kampanjer sticka ut från mängden och få en större spridning i sociala medier. Mottagare kan känna en vilja att dela budskapen vidare, dels för att stärka sitt personliga varumärke men även för att inleda en diskussion kring problemet. / How charities communicate is an important aspect in creating engagement. By using different elements in campaign films, organizations can increase the visibility and awareness of the receiver. The purpose of this study is to find out how two of Sweden's leading charity organizations communicate via campaign films in order to create engagement. We examine which elements and myths that are present in the campaign films, how celebrities can help to encourage involvement and the role of social media in audience engagement. The theoretical framework for this study is based upon topics such as celebrity spokespersons, audience engagement and spread in social media. It is a qualitative study using an inductive approach, and we conduct a semiotic and rhetorical analysis of four campaign films. The sample consists of two campaign films by the organization Unicef ​​and two campaign films from Plan Sverige. The study shows that charities use famous people to appeal to audiences of different ages and to increase the credibility of the communication. By using underprivileged children as elements, feelings of compassion and frustration over the situation of children are reinforced and this can arouse a need of deeper involvement of the receiver. Using elements of comedy, celebrities and unique messages, campaigns can stand out from the crowd and get a larger spread in social media. Receivers may feel a desire to share the messages further, partly to strengthen their personal brand, but also to create a debate on the issue.
19

Transmedia storytelling in the music industry : The case of BTS

Zuhadmono, Alvia January 2021 (has links)
This case study research examines the impact of transmedia storytelling on the global reach of Korean-pop (K-pop) group BTS (Bangtan sonyeondan) and how narratives within the transmedia storyworld can motivate the audience to seek individual and social change. This study is inspired by the rise of BTS in the global music industry. The group came with a solid brand image, highlighting sincerity and authenticity that captivate audiences worldwide. BTS consistent messages—that intersect with sustainability issues—about the importance of loving oneself, equality, social justice, anxiety, and wellbeing are communicated through multiple platforms and travel across language and cultural barriers. To understand the context, this study uses the concepts of transmedia storytelling and audience engagement by Jenkins (2006, 2007, 2012, 2014), Gambarato (2019), Broesma (2019), and Askwith (2007), to name a few. The method used to conduct this research is the analytical and operational model of transmedia design by Gambarato et al. (2020). The findings are that transmedia storytelling —with spreadability, drillability, extractability, and immersion characteristics—is an effective communication strategy that significantly influences the global reach of the group. Further, the camaraderie between BTS and ARMY generates fan activism—an epitome of individual change due to the fondness to BTS, as the act of identification and the attitude of giving back to the intimacy that BTS members provide to the fandom.
20

Designing and Modeling Collective Co-located Interactions for Art Installations / Concevoir et modéliser des interactions collectives co-localisées pour les installations d'art numérique

Mubarak, Oussama 09 March 2018 (has links)
À l'instar d'œuvres telles que Kinoautomat de Radúz Činčera, SAM - Sound Activated Mobile d'Edward Ihnatowicz et Glowflow de Myron Krueger, des artistes ont développé, dès les années 1960, des installations artistiques engageant des situations d'interaction collective co-localisée inédites, c'est-à-dire impliquant plusieurs voire de nombreux spectateurs interagissant dans le même lieu via et avec un dispositif informatique. Le nombre de ces travaux ne cesse d'augmenter depuis le début du 21ème siècle, profitant des nouvelles opportunités offertes par les avancées dans les technologies de vision par ordinateur en temps réel et par l'avènement de l'informatique ubiquitaire marquée par la multiplication et l'interopérabilité des appareils informatiques mobiles. Si les expériences en la matière sont de plus en plus fréquentes, elles n'ont jusqu'à ce jour fait l'objet d'aucune analyse structurée et, encore moins, de propositions d'outils et de méthodes de conception dédiés. Comment, aujourd'hui, concevoir de tels dispositifs artistiques interactifs dont la complexité intrinsèque implique des questions aussi bien de l'ordre technique, social, cognitif qu'esthétique ? Cette thèse met à contribution des travaux antérieurs dans les domaines de l'interaction homme-machine (IHM), du travail coopératif assisté par ordinateur (TCAO) et des arts interactifs dans le but d'accroître notre connaissance quant aux défis auxquels sont confrontés à la fois les artistes et les participants de telles installations et, au-delà, les concepteurs de ces dispositifs en devenir. Un ensemble d'outils et de lignes directrices sont proposés pour la conception de systèmes d'interaction collective co-localisée pour les installations d'art numérique. Est d'abord développé un système de classification centré sur les aspects les plus décisifs permettant l'émergence d'une expérience collective. Deux approches différentes sont ensuite explorées pour trouver les bases d'un langage de modélisation graphique pour l'analyse et la conception de tels dispositifs. S'appuyant sur les réseaux de Petri, la deuxième approche permet de modéliser aussi bien les ressources spatiales et matérielles d'une installation, que les interactions homme-machine, humain(s)-humain(s) et humain(s)-machine(s)-humain(s). Les investigations menées pour cette recherche ont nécessité de mettre un accent particulier sur les conditions - qu'elles soient spatiales, matérielles ou humaines - qui affectent la capacité pour les participants de telles installations de co-construire une expérience esthétique commune en l'absence d'orchestration ou d'un objectif pré-annoncé à atteindre. Si cette approche singulière concerne en premier lieu les arts interactifs, elle peut revêtir également un caractère pertinent pour d'autres communautés de recherche, y compris et en premier lieu, celle de l'IHM, ainsi que celles du TCAO, des Nouvelles interfaces pour l'expression musicale (NIME), du design d'interaction ou encore de la culture, en particulier de la muséographie. / With works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular.

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