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The Use of Digital Storytelling for Impression Management by City Cultural OrganizationsNosrati, Fariba January 2019 (has links)
This dissertation provides a context-specific theory to understand how city cultural organizations can best use digital stories and impression management to create a desired image or enhance public perceptions. The generated model describes how a digital storytelling information system can affect user impressions of a city and the outcomes of using such a system. The study responds to a growing interest among cultural organizations regarding how to use emerging information technologies in the communication of cultural content.
An interpretive case study was conducted on the “Love Your City, Share Your Stories” digital storytelling initiative in Hamilton, Canada. Data collection included 95 one-on-one interviews with the general public, the gathering of documents, and the researcher’s personal observations of participants during the data collection process. A systematic approach of data analysis was utilized to capture participant opinions and visualize this information in a data structure. Theories from the literature on information systems, organizational impression management, and narrative transportation ground the study.
Findings suggest that a digital storytelling information system can be a viable tool to share city cultural heritage information and positively affect people’s perceptions of a city. The overall outcome of creating/maintaining a positive favorable impression is shaped through a layered experience of benefits by the users. Users are first personally engaged and informed about a city’s cultural heritage (primary benefits), and then they are influenced and inspired positively towards the city (secondary benefits). Findings show that technology characteristics (i.e., media quality and story quality) are critical factors affecting outcomes of use, and that user characteristics and context of use both moderate this relationship.
This research provides theoretical insights and practical recommendations for researchers and city cultural organizations wishing to explore the utilization of newer information technologies, such as digital storytelling, for impression management. / Thesis / Doctor of Philosophy (PhD) / This dissertation aims to understand how city cultural organizations can best use digital stories and impression management to enhance public perceptions. The generated model describes how a digital storytelling information system can affect user impressions of a city. The study responds to a growing interest among cultural organizations regarding how to use emerging information technologies in the communication of cultural content.
Findings suggest that a digital storytelling information system can be a viable tool to share city cultural heritage information and positively affect people’s perceptions of a city. Findings show that technology characteristics (i.e., media quality and story quality) are critical factors affecting outcomes of use and that user characteristics and context of use both moderate this relationship.
Theoretical insights and practical recommendations are provided for researchers and city cultural organizations wishing to explore the utilization of newer information technologies, such as digital storytelling, for impression management.
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Latino/a/e/x Students and Digital Storytelling: Producers of Knowledge in a College English ClassroomOujo, Maria Irene January 2022 (has links)
In this study, I attempted to understand how a history of literacy in the U.S. continues to shape the ways in which Latino/a/e/x students learn in English classrooms today. Through the work of scholars such as Gloria Anzaldúa and Ofelia Garcia and with authors such as Richard Rodriguez, Judith Ortiz Cofer, and Lorna Dee Cervantes, I have come to believe that Latino/a/e/x students often experience years of an education system that views literacy so narrowly that it can silence languages that do not fit the perceived academic language of standard English.
To understand what an expanded view of literacy could possibly look like in this study, I turned to scholars including The New London Group (1996), Cary Jewitt (2017), and Gunther Kress (2017) who study multimodality, as well as other researchers who examine digital literacies, particularly digital storytelling, in both formal and informal spaces. I did this in an effort to understand how multimodality and narrative might impact my Latino/a/e/x students’ learning and creative processes in the classroom.
In this study, I wanted to learn what happens when the notion of literacy is expanded in my classroom and my Latino/a/e/x college students incorporate digital literacies to create their own digital stories in our English composition class. More specifically, I wanted to have a clearer understanding of the processes students experience as they embark on their digital storytelling journey. What I have learned throughout this journey is that digital storytelling does, indeed, offer another lens through which to view Latino/a/e/x students in my English composition classroom and their work and that perhaps it is time to see how digital storytelling might fit into the larger field of English education.
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Storytelling Digital para potenciar el lenguaje oral en los niños de cinco añosFarfan Chaname, Daniela Gregoria January 2023 (has links)
Uno de los aspectos más valiosos en la persona es el lenguaje, ya que es un ser social que necesita relacionarse con otros. El siguiente trabajo de finde grado tuvo como objetivo potenciar el lenguaje oral en los niños de 5 años mediante el programa Storytelling digital. La metodología utilizada fue de enfoque cuantitativo tipo básica – propositiva, no experimental. Para este fin, se recogió la información empleando la Prueba de Lenguaje Oral Navarra Revisada también conocida como PLON-R, que permitió evaluar las dimensiones del lenguaje oral las cuales fueron: forma, contenido y uso, dicho instrumento fue aplicado a la población conformada por 21 niños. Para procesar la información obtenida se hizo uso del programa Excel, teniendo como resultado que el 48% de los evaluados se encontraba en el nivel “retraso”, mientras que el 52 % de los niños se encuentra en el nivel “necesita mejorar”. De esta manera, se deduce que los infantes en edad preescolar necesitan que se empleen nuevas metodológicas innovadoras que estimulen y potencien su lenguaje oral sus tres dimensiones. / One of the most valuable aspects in the person is language, since it is a social being that needs to relate to others. The following end-of-grade work aimed to enhance oral language in 5 year old children from a public educational institution in Chiclayo through the digital Storytelling program. The methodology used was a basic type quantitative approach - propositional, not experimental. For this purpose, the information was collected using the Revised Navarra Oral Language Test, also known as PLON-R, which
allowed evaluating the dimensions of oral language which were: form, content and use, this instrument was applied to the population made up of 21 children. To process the information obtained, the Excel program was used, with the result that 48% of those evaluated were at the "delay" level, while 52% of the children were at the "needs to improve" level. In this way, it follows that preschool children need to use new innovative methodologies that stimulate and enhance their oral language in its three dimensions.
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Interactive austen: an analysis of the Lizzie Bennet diaries and the postmodern audienceUnknown Date (has links)
The aim of this study is to reveal how LBD adheres to postmodern tenets while
also being ultimately suspicious of these principles. This suspicion of postmodern
principles is reflected in the interaction between the main subject of the videos, Lizzie
Bennet, and the audience. This examination invokes the questions of when, where, and
how the audience experiences LBD. This illuminates the manner in which LBD functions
as a postmodern literary text and how this text is critical of its digital composition. / Includes bibliography. / Thesis (M.A.)--Florida Atlantic University, 2014. / FAU Electronic Theses and Dissertations Collection
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The power of digital storytelling to influence human behaviourGrindle, Mark January 2014 (has links)
The aim of this multi-disciplinary research was to explore the power of digital, interactive or participatory storytelling to influence human behaviour in the context of public health. It addressed three related questions: RQ1: Does digital storytelling have the power to influence human behaviour? RQ2: If digital storytelling can influence human behaviour then how might it do so? RQ3: Is a ‘digital storytelling framework’ feasible as an approach to behaviour change? Four linked qualitative studies were conducted: a scoping review, in-depth interviews with 11 international ‘digital storytellers’, two case studies of ‘digital storytelling designed to influence human behaviour’ and six focus groups with 35 adolescent ‘digital story participants’. The research found that: RA1: Digital storytelling appears to influence human behaviour. RA2: Digital storytelling appears to influence by engaging at ever deepening emotional and non-conscious levels. Commerce appears to understand and embrace this power: But public health appears to rely on traditional uni-directional, non-participatory message led approaches and appeals to cognition. This presents threats and opportunities to public health. RA3: The proposed ‘digital storytelling framework’ is feasible and desirable as a behaviour change paradigm. The thesis concludes that Digital Storytelling appears to influence human behaviour. It appears to derive its power to influence by facilitating unprecedented depths of emotional engagement potentially en route to behaviour change. The current imbalance in how commerce and public health corral the power of digital storytelling suggests that the latter might embrace its potential; and tougher regulation might constrain how the former uses it to market harmful products. The proposed digital storytelling framework makes a valuable creative, analytical and critical contribution to both of these ends. Its core principles have informed the design of numerous story-led digital health interventions; and they now sit at the core of a counter-marketing campaign to reduce harmful effects of marketing on children’s health.
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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.
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Att anteckna minnen : Digitalt berättande för äldre användare / Noting down memories : Digital storytelling for elderly usersTapani, Jenny, Rikardson, Milada January 2021 (has links)
I takt med att världens befolkning åldras ökar också gruppen av äldre användare. För denna användargrupp är ensamhet ett samhälleligt problem som riskerar att förvärras i och med ökande digitalisering. Ensamhet har identifierats som en orsak till flera psykiska och fysiska hälsoproblem. Åtgärder för att minska ensamhet bör fokusera på att stärka användares redan existerande sociala kopplingar; ett sätt att stärka den sociala sammankopplingen för äldre användare är genom hågkomst och berättande i ett intergenerationellt perspektiv. Denna studie undersöker just hur ett digitalt verktyg skulle kunna utformas i syfte att stimulera äldre till intergenerationellt berättande. För detta ändamål skapades en prototyp (“Minnesvandring”) av en möjlig mobilapplikation för intergenerationellt berättande. Denna prototyp undersöktes sedan med hjälp av fyra respondenter (74 - 92 år) i en kvalitativ ansats genom semistrukturerade intervjuer. Det empiriska materialet analyserades sedan med den Stegvis-deduktiva induktiva metoden. Undersökningens viktigaste slutsatser är: minnesberättande är en process; triggers bör utformas med tanke på både de yngre och de äldre; trygghet och kontroll är viktiga; att få respons är motiverande för de äldre. Dessa slutsatser kan tjäna som hjälpmedel för en designer vid design av en tjänst avsedd att stödja äldre i deras minnesberättande. / The world's population is ageing and the number of elderly technology users increases. For this user group loneliness has become a public health concern which is likely to continue growing along with the rising digitalisation. Worsened mental and physical health in elderly users has also been attributed to loneliness. Measures aiming to reduce loneliness should focus on strengthening users’ existing social bonds; one way to achieve this is through intergenerational storytelling and reminiscing. This paper evaluates how a digital artefact could be designed for intergenerational storytelling, with a focus on the elderly users’ engagement. To fulfil this research objective, we created a prototype of a mobile application for intergenerational storytelling. The prototype was tested together with four elderly (74 – 92 years) users in a qualitative study of semi-structured interviews. The stepwise deductive-inductive approach was used to analyse the empirical data. The most important findings of this study indicate that: storytelling of memories is a process; triggers should be designed together with both the elderly users and their audience; security and control are important; receiving an answer is motivating to the elderly users. These conclusions can be used as a guide for design of digital services that aim to support elderly users in their intergenerational storytelling.
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Creating Space for an Indigenous Approach to Digital Storytelling: "Living Breath" of Survivance Within an Anishinaabe Community in Northern MichiganManuelito, Brenda K. 24 July 2015 (has links)
No description available.
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The Journey of a Digital Story: A Healing Performance of Mino-Bimaadiziwin: The Good LifeRodriguez, Carmella M. 21 September 2015 (has links)
No description available.
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Bortom traditionellt berättande : En studie om upplevelsen av scrollytelling i jämförelse med traditionellt statiskt format / Beyond traditional storytelling : A study on the experience of scrollytelling versus traditional static formatErixon, Max, Björklind, Tanja January 2024 (has links)
Denna studie utforskar användningen av scrollytelling, en metod inom digitalt berättande, i jämförelse med ett traditionellt statiskt webbformat. Studien syftar till att undersöka i vilken utsträckning interaktivt och multimedia-integrerat innehåll påverkar användarupplevelse, användarengagemang, kunskapsförståelse och retention. En prototyp för respektive format skapades för att genomföra den komparativa studien. Med en blandad metodansats som kombinerar ett kvantitativt frågeformulär och kvalitativa intervjuer, samlades data från en grupp unga vuxna inom en akademisk miljö. Utöver detta genomförde deltagarna även ett kunskapstest för att mäta kunskapsförståelsen och retentionen. Resultaten visar att scrollytelling ökar både engagemang och upplevd förståelse bland deltagarna, med en tydlig förbättring av användarupplevelsen jämfört med statiska formatet. Samtidigt som kunskapstestet indikerade på en aningen bättre retention av informationen som presenterades i det traditionella statiska format. Slutsatserna pekar på att scrollytelling erbjuder fördelar för digitalt berättande, där dess dynamiska och interaktiva format kan öka engagemanget och förståelsen i jämförelse med det traditionella statiska formatet. Men det går inte i denna studie att konstatera en direkt ökad retention av information. Studiens fynd understryker dock potential för scrollytelling i kontrast mot det traditionella statiska formatet, och därför rekommenderar ytterligare forskning att utforska dess optimala design och effektivitet över olika kontexter. / This study explores the use of scrollytelling, a method within digital storytelling, in comparison to traditional static web formats. The study aims to examine the extent to which interactive and multimedia-integrated content affects user experience, engagement, knowledge comprehension, and retention. A prototype for each format was created to conduct the comparative study. Using a mixed-method approach combining a quantitative survey and qualitative interviews, data were collected from a group of young adults in an academic setting. Additionally, the participants also took a knowledge test to measure their comprehension and retention. The results show that scrollytelling increases both engagement and perceived understanding among participants, with a clear improvement in user experience compared to the static format. While the knowledge test indicated slightly better retention of the information presented in the traditional static format. The conclusions suggest that scrollytelling offers advantages for digital storytelling, where its dynamic and interactive format can enhance engagement and understanding in comparison to the traditional static format. However, this study does not establish a direct increase in information retention. Nonetheless, the findings underline the potential for scrollytelling in contrast to the traditional static format, and therefore, further research is recommended to explore its optimal design and effectiveness across different contexts.
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