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Le manga : un dispositif communicationnel : perception et interactivité / The Manga : communicational device : perception and interactivityLechenaut, Emilie 11 October 2013 (has links)
Le terme manga a été utilisé pour la première fois en 1814 par le peintre Katsushika Hokusai pour désigner ses travaux. Littéralement ce terme signifie « esquisse rapide » ou encore « image dérisoire ». En France le mot manga a perdu cette signification et désigne la bande dessinée japonaise au même titre que l’on nomme comics la bande dessinée américaine. La bande dessinée japonaise est, en termes quantitatifs, le premier marché du monde dans ce secteur. Beaucoup plus diversifié dans les sujets abordés que ne le donnent à penser les dessins animés diffusés sur le petit écran en France, le manga a longtemps été un genre peu connu des « bédéphiles » européens. Aujourd’hui, le manga connaît un fort essor en France et tend à s’imposer comme produit et phénomène culturel, pour toute une génération qui a grandi avec son arrivée sur les postes de télévision. Dans ce travail de thèse, il s’agit de comprendre le manga en tant que dispositif communicationnel. En raison de ses spécificités graphiques et narratives nous pouvons appréhender un procédé visuel-narratif qui lui est propre. Celui-ci modifie le rapport iconique/linguistique, construit un nouveau mode de lecture et joue sur les perceptions. Il génère un jeu tensif entre ce que le lecteur-spectateur regarde et ce qu’il voit. Le manga diffuse dans notre société un univers graphique, mais aussi et surtout, une technique de la narration visuelle qui peut se passer de texte. L’image est à la fois vue et lue. Dans le manga, lire l’image c’est lire le texte ou pour le dire autrement, il y a du texte-image, de l’image-texte. Elle est en elle-même un dialogue qui agit sur les sensations et les perceptions. Au travers de ses représentations, le manga montre une image de sa culture. Il diffuse par ses personnages des normes et des valeurs ainsi qu’un imaginaire pouvant « influencer » son lectorat et générer de nouvelles pratiques sociales. Par ses spécificités l’image manga devient mouvante. Elle inclut le lecteur-spectateur : celui-ci a la possibilité de naviguer, d’errer dans l’image. Notre travail de recherche porte sur l’analyse des procédés « visuels-narratifs » du manga qui génèrent un nouveau rapport à l’image et un jeu d’interactions entre l’image et son « lecteur-spectateur », ainsi que sur le processus de transmission des messages dans le manga. / The manga term was used for the first time in 1814 by the painter Katsushika Hokusai to indicate his works. This term literally means “fast rough sketch” or “derisive image”. In France the original meaning of the manga word has been lost and it is now employed to indicate the Japanese comic strip in the same way as we name comics the American comic strip. The Japanese comic strip is, in quantitative terms, the first market of the world in this sector. The topics covered in the written manga are much more diverse than the “cartoon-manga” broadcasted on tv in France. Not so long ago, the manga was a little-known genre by the European comic readers, the “bédéphiles”. Nowadays, the manga is a growing genre in France and it tends to develop and become a cultural product and phenomenon, for all a generation who grew up with the first manga on tv. This thesis explores the manga culture and analyzes it as a primary device in a whole communication system. Its graphic and narrative aspects reveal a particular visual-narrative process, specific to the manga. It modifies the image and language combination, it builds a new reading mode and plays with perceptions. It generates a stretching game between what the reader-spectator looks at and what he sees. The manga spreads in our society a graphic universe but most of all, a specific visual storytelling technique that replaces narration words. At the same time, the image is seen and read. In the manga, to read the image it is to read the text. In other words, the picture is narrative and the narration is pictured. There is a text-image, an image-text. The image is in itself a dialogue which acts on the sensations and the perceptions. In its depiction, the manga reflects its culture. It spreads characters, norms, values and an imagination which can “influences” his readership and generates new social practices. By its specificities the manga image is unstable and moving. It involves the reader-spectator: this one has the possibility of navigating, of roving in the image. This research work analyzes the manga “visual-narrative” interactive processes which generates a new relationship to the image and creates a playful interaction between the image and its “reader-spectator”, and it becomes a narrative process to transmit messages in it.
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Digital City: Visual Communication via Municipal Twitter Feed in the Urban NortheastJanuary 2019 (has links)
abstract: Contemporary cities are physical and virtual. This thesis describes the findings of a mixed-methods study concerning visual images of the city in the urban Northeast of the United States. I ground these approaches in existing literature concerning digital media, visual narrative, genre ecology, urban planning, and virtual places. The first part of the study analyzes the results of a survey in which 150 people responded to questions about social media use and the relationships between image type and the functions of social media in urban contexts. The second part of the study analyzes the results of coding one year of visual images tweeted by @CambMA, the municipal Twitter feed for the City of Cambridge, Massachusetts. These approaches required the development of new tools for analyzing visual communication and genre moves in specific media contexts. My research suggests that specific image types are suited for specific media functions in the context of visual communication in virtual urban environments and that some image types are especially effective in capturing and expressing the city. These findings provide potential strategies for municipal social media channels to consider in terms of how they communicate with their audiences. / Dissertation/Thesis / Masters Thesis Technical Communication 2019
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As existências da narrativa no livro de artistaSilveira, Paulo Antonio de Menezes Pereira da January 2008 (has links)
Este estudo visa verificar o intervalo formativo entre o comparecimento e a ausência das estratégias de narração nos livros de artista de edição e se e como a narrativa visual é capaz de determinar sua bibliogênese. / This research, As existências da narrativa no livro de artista (“The existences of narrative in the artist’s book”), aims to verify the formative spectrum from attendance to nonappearance of narration strategies into the published artist’s books and if and how the visual narrative is able to determine its bibliogony.
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As existências da narrativa no livro de artistaSilveira, Paulo Antonio de Menezes Pereira da January 2008 (has links)
Este estudo visa verificar o intervalo formativo entre o comparecimento e a ausência das estratégias de narração nos livros de artista de edição e se e como a narrativa visual é capaz de determinar sua bibliogênese. / This research, As existências da narrativa no livro de artista (“The existences of narrative in the artist’s book”), aims to verify the formative spectrum from attendance to nonappearance of narration strategies into the published artist’s books and if and how the visual narrative is able to determine its bibliogony.
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As existências da narrativa no livro de artistaSilveira, Paulo Antonio de Menezes Pereira da January 2008 (has links)
Este estudo visa verificar o intervalo formativo entre o comparecimento e a ausência das estratégias de narração nos livros de artista de edição e se e como a narrativa visual é capaz de determinar sua bibliogênese. / This research, As existências da narrativa no livro de artista (“The existences of narrative in the artist’s book”), aims to verify the formative spectrum from attendance to nonappearance of narration strategies into the published artist’s books and if and how the visual narrative is able to determine its bibliogony.
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[en] TEXT AND IMAGE: AN APPROACH TO CONTEMPORARY CHILDREN PICTUREBOOK / [pt] TEXTO E IMAGEM: UM OLHAR SOBRE O LIVRO INFANTIL CONTEMPORANEOBARBARA JANE NECYK 13 June 2007 (has links)
[pt] A literatura infantil origina-se de uma tradição oral que,
adaptada ao
suporte impresso, ganha concretude na forma de texto. A
ilustração é
incorporada ao texto com o qual estabelece inicialmente
uma relação de
subordinação. O livro infantil contemporâneo conta
histórias, e estas ficções são
muito baseadas na informação pictórica, na ilustração.
Semelhante constatação
nos leva a perguntar qual a função da ilustração no livro
infantil contemporâneo e
como este se relaciona com o texto. A presente pesquisa
procura encontrar
parâmetros para análise das diferentes possibilidades de
condução da narrativa
do livro infantil, efetuada por texto e imagem. Nesta
dissertação, a relação entre
texto e imagem no livro infantil é abordada de distintas
maneiras, e uma tipologia
dessa relação narrativa é criada para melhor poder analisá-
la. Observa-se que,
ao trabalhar de forma narrativa, a ilustração aplicada ao
livro infantil tende a
compor com o texto um sistema de imbricações recíprocas na
construção da
narrativa verbo-visual. O modo de leitura do livro
infantil contemporâneo se faz
distinto em relação aos outros tipos de edições
ilustradas. Em suma, vamos
analisar como a ilustração - pertencente às artes do
espaço - se relaciona com
o texto - pertencente às artes do tempo - num contexto
narrativo. O estudo
dessa relação visa buscar melhor compreensão dos processos
de produção,
mediação e recepção dos livros infantis, com o objetivo de
contribuir para a
ampliação do conhecimento do campo do design. / [en] Children literature is a result of oral tradition that
came to a material
constitution on the print media through text. When
illustration got incorporated
into text it firstly established a subordinated
relationship with it. Children
picturebooks tells stories and fiction is based on
pictorial information - illustration.
This fact questions why there is illustration in the
picturebook and what is its
relationship with the text. This research develops a
parameter for the analysis of
possible different ways the narrative is conducted in
picturebooks, by image and
text. In our study, the relationship between text and
image in picturebooks is
approached by many different ways and a typology of this
relationship is created
to help us understand it. When the picture acts in a
narrative form it usually
combines texts in a mutual signifying system which builds
the visual and written
storytelling. The children picturebook reading method is
different from other types
of illustrated editions. This investigation examines how
illustration that belongs to
space of the arts interacts with text that belongs to time
arts, both within the
narrative context. The study of this relationship seeks to
better understand
children s book production, mediation and reception
processes, in order to
contribute to expanding the knowledge in the design area.
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Análisis del diseño atmosférico y de personajes en la narrativa visual de los videojuegos del subgénero Metroidvania: Hollow Knight, Ori and the Blind Forest y Guacamelee! / Analysis of the atmospheric and character design in the visual narrative of the Metroidvania subgenre video games: Hollow Knight, Ori and the Blind Forest and Guacamelee!Calderón Fashé, Carla Constance 04 December 2020 (has links)
El objetivo de esta investigación es analizar la narrativa visual en el diseño atmosférico y de personaje en los videojuegos denominados Metroidvania. Así, se planteó la hipótesis que el diseño atmosférico y de personajes apoyan a la narrativa visual en los videojuegos del subgénero de Metroidvania gracias a la inmersión e interacción que se genera por el world narrative.
En relación a la metodología, se emplearon fichas documentales para analizar el diseño atmosférico y de personaje de los videojuegos Hollow Knight, Ori and the Blind Forest y Guacamelee!. Se examinaron los elementos gráficos del box art de cada videojuego, es decir, la portada que presentan en su empaque; después, tres escenas de distintas áreas que muestran elementos gráficos que aportan a la narrativa visual; y por último, analizar el diseño de personaje de cada videojuego mencionado para identificar sus acciones o reacciones, y cómo apoyan a la inmersión del jugador.
Como resultado principal, se tiene que la iluminación y las tonalidades empleadas en cada videojuego apoyan a transportar al jugador hacia un mundo ficcional, además de transmitirles un tono de comunicación específico, ya sea el misterio en Hollow Knight; el misticismo en Ori and the Blind Forest; y el enfoque cultural mexicano en Guacamelee!
La investigación concluyó que la exploración e interacción que realizan los jugadores dentro de los espacios lúdicos mencionados se asocian al world narrative, ya que el espacio se encarga de comunicar no solo la ubicación, sino también sensaciones que rodean al personaje en relación al espacio. / The main objective of this investigation is to analyze the visual narrative in the atmospheric and character design of videogames denominated as Metroidvania. In this manner, a hypothesis was created that proposes that atmospheric and character design supports the visual narrative on videogames from the Metroidvania subgenre thanks to the immersion and interaction generated by the world narrative.
In relation to the methodology, documental files were implemented to analyze the atmospheric and character design from the following videogames: Hollow Knight, Ori and the Blind Forest an Guacamelee!. Also, the graphical elements from the box art were examined from each videogame, then, three scenes from each of this videogames and different areas within them, were also examined to see if they supported the visual narrative. Lastly, analyze the design of each main character from every single one of the selective videogames to be able to identify its actions, reactions and move sets and how they support the players immersion.
As a main result, it is understood that illumination and different hues employed help to transport the player into the fictional world, likewise, to transmit a communication tone specific to the game, for example: Mystery in Hollow Knight, mysticism in Ori and the Blind Forest and Mexican culture in Guacamelee!
The investigation concluded that the exploration and interaction that players make inside ludic spaces are linked to the world narrative, because the space is in charged of not only the location if not sensations around the character in relation to the space. / Trabajo de investigación
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Storying Dreams, Habits and the Past: Contemporary Roma/Gypsy NarrativesSubert, Maria January 2015 (has links)
No description available.
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Israel’s Soft Power in the Digital Age : An Empirical Case Study of Israel’s Digital Diplomacy During the 2023/24 Israel–Hamas WarTegeback, Lisa January 2024 (has links)
The justification of war is a central issue in international relations, and the characteristic political response to war is to adopt a story that offers a degree of explanation. Narratives play a central role in garnering public support for wars to be seen as legitimate. Soft power, which includes sociocultural factors such as the state's image, credibility, shared values, and moral authority, also plays a crucial role. In the digital age, with the rise of social media, diplomacy has transformed and become a primary source of news with unparalleled global reach. Consequently, digital diplomacy has become essential for states to communicate their policy objectives directly to their audience through compelling social media narratives, especially during times of war. There have been few studies examining the relationship between soft power, digital diplomacy, and strategic narratives during wartime. This study uses visual narrative analysis (VNA) to address this gap by analysing eight video tweets published by the Israeli Ministry of Foreign Affairs (MFA) during the Israeli-Hamas war from October 7, 2023, and the six months after. The results show that the Israeli MFA used strategic narratives to legitimise the war. Notably, they used visual representations to emphasise Israel’s right to self-defence and its proximity to Western ideals, to garner support. Strategic narratives provide a storytelling which invoke the past to illuminate the present and future and create a shared identity in the context of the Israel-Hamas War.
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Illustrating autobiography : rearticulating representations of self in Bitterkomix and the visual journalMillan, Roberto 03 1900 (has links)
Thesis (MPhil)--Stellenbosch University, 2012. / ENGLISH ABSTRACT: This thesis explores an analysis of autobiographical illustration, as it relates directly
to autobiographical devices employed in Bitterkomix and my own visual journals. The
result is a practitioner-specific approach that frames my own work within a discourse
of comics and consequently within the larger discourse of visual narrative. These
devices are analysed in the works of artists in Bitterkomix who employ
autobiography, not only as a means of effecting more intimate interactions between
the reader and the narrative, but also as a form of legitimising narrative. A principal
deduction that I have made is that autobiographical writing operates through the filter
of memory and language translation. A divergence occurs within Bitterkomix, as well
as within my own work, between the artist as himself and the artist as his
autobiographical self - the two are never identical. I choose to define
autobiographical illustration as an interpretative and experimental visual writing
process used to affirm and negate perceived concepts of self through the filters of
memory, language translation and imagination. Imagination acts as an extension of
current memory from which perceived past, present and future identity constructs
emanate and extend. These constructs are by no means indicative of historical fact
but often appear to be so given autobiography's association as a referential text. The
visual journal as an autobiographical object, like Bitterkomix, seeks to legitimise itself
in 'naturalising narrative' by feigning to make it the outcome of a documentative
process. It is exactly the tension between autobiography's perceived characteristic as
a genre that involves 'real' experiences and its actual function as a narrative
construction of identity that merits its use as a strategic device. I argue how my visual
journals constitute autobiographical narrative objects and archives of
autobiographical illustrative form and content. This tension is amplified in my visual
journals in their association as deeply personal objects and as a result of what is
perceived to be the artist's natural process. Most importantly, these narrative objects
are placed within the public's gaze and are made to be read as autobiographical
texts, ultimately as documents of this process. / AFRIKAANSE OPSOMMING: Hierdie tesis ondersoek outobiografiese illustrasie wat direk verband hou met
outobiografiese praktyke wat in Bitterkomix en in my eie visuele joernale gebruik
word. Die resultaat is 'n praktisyn-spesifieke aanslag wat my eie werk binne die
diskoers van stripkuns plaas, en sodoende binne die groter diskoers van visuele
narratief. Hierdie praktyke word geanaliseer in die werk van Bitterkomix-kunstenaars
wat outobiografie gebruik, nie net as 'n manier om meer intieme interaksies tussen
die leser en die narratief te bewerkstellig nie, maar ook om die narratief legitiem te
maak. Ek maak die afleiding dat outobiografiese skryfwerk deur die filters van
geheue en taal werksaam is. In beide Bitterkomix en my eie werk is 'n skeiding
tussen die kunstenaar self en die kunstenaar se outobiografiese self sigbaar – die
twee is nooit identies nie. Ek verkies om outobiografiese illustrasie te definieer as 'n
interpretatiewe en eksperimentele visuele skryfproses wat gebruik word om
waargenome begrippe van die self deur die filters van geheue, vertaling en
verbeelding te bevestig en te negeer. Die verbeelding dien as 'n voortsetting van
huidige geheue waaruit waargenome identiteitskonstrukte van die verlede, hede en
toekoms voortvloei. Hierdie konstrukte is geensins aanduidend van historiese feite
nie, maar kom dikwels so voor gegewe outobiografie se assosiasie as verwysende
teks. My argument is dat my visuele joernale beide outobiografiese narratiewe
objekte én argiewe van outobiografiese illustratiewe vorm en inhoud is. Visuele
joernale as outobiografiese objekte, soos in die geval van Bitterkomix, probeer sigself
legitiem maak deur middel van 'naturaliserende narratief', deur voor te gee dat dit die
resultaat van 'n dokumenterende proses is. Dit is juis die spanning tussen
outobiografie se aard as 'n genre wat gegrond is op 'ware' ervaringe, en outobiografie
se funksie as 'n narratiewe konstruksie, wat die gebruik daarvan as 'n strategiese
middel die moeite werd maak. Hierdie spanning word in my visuele joernale verhoog
deur hulle diep persoonlike aard, en as gevolg van wat gesien word as die
kunstenaar se natuurlike proses. Belangriker nog is dat hierdie narratiewe objekte
binne die publiek se sigveld geplaas word om as outobiografiese tekste gelees te
word, en ook uiteindelik as dokumente van die proses.
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