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I Didn't Grieve Wrong: Using the Graphic Novel For Personal Healing and Public AwarenessMitchell, Holly 01 January 2018 (has links)
This paper discusses how the author created a comic as a way to explore their personal suffering and the suffering of those around them throughout schooling. It defines the inspirations, both personal and technical for how the comic was produced and how it will expand to a graphic novel after college.
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Design e narrativa visual na linguagem cinematográfica / Design narrative and visual language in filmMachado, Ludmila Ayres 15 May 2009 (has links)
A dissertação Design e narrativa visual na linguagem cinematográfica localiza as origens do cinema e do design no contexto do projeto da modernidade e busca entender o papel que o artista moderno deve desempenhar neste fluxo de transformações e ambiguidades que teve início no século XIX. Assim, procura traçar como as novas formas de representação, consumo e entretenimento convergiram para o discurso visual da linguagem cinematográfica. Faz algumas considerações a respeito de recursos técnicos do cinema, a fim de tornar mais clara a discussão sobre narrativa visual. No texto dedicado às origens do design, localiza a fundação da Bauhaus no contexto da redefinição do papel do pensamento artístico e do artesanato em face da produção mecânica seriada. Propõe a Bauhaus como ponto de convergência da formulação teórica, da aplicação prática e do ato criativo que levariam ao desenvolvimento do design no século XX. Explicita a mudança da idéia de desenho como meio gráfico pelo qual se abstrai a forma, para desenho no sentido ativo de projeto: intuição de relações construtivas ou espaciais dentro da matéria. A partir deste estudo, realiza uma investigação dos aspectos imagéticos e projetuais nas concepções fílmicas do production designer Alex McDowell, assim como a descrição e a análise de quatro filmes desenhados por ele: Invasão de Domicílio, O Terminal, Minority Report e A Fantástica Fábrica de Chocolate. A apresentação desses filmes não segue uma ordem cronológica, sendo, sim, orientada por critérios estéticos e narrativos. A linha traçada parte da representação da realidade contemporânea de Invasão de Domicílio; passa pela experiência de O Terminal no qual parte de um aeroporto foi construída em estúdio ; é quebrada pela ficção científica Minority Report; até chegar ao cinema de fantasia de A Fantástica Fábrica de Chocolate. / This thesis, Design narrative and visual language in film locates the origins of cinema and design in the project of modernity trying to understand the role that the modern artist should play in this world of change and ambiguity that has beginning in the nineteenth century. The intent is to discover how new forms of representation, consumption and entertainment converged to the discourse of visual language film. The work makes some considerations about the technical resources of the cinema in order to clarify the discussion of visual narrative. In the text about the origins of the design, mentions the foundation of the Bauhaus in the context of redefining the role of artistic thought and craft in the face of mechanical serial production. The thesis proposes the Bauhaus as a point of convergence of the theoretical formulation, the implementation and practice and the creative act that would lead to the development of design in the twentieth century. Explains the change of the idea of the pictures as a graphic related to the abstract form, in order to the idea of a picture as an active project: intuition of constructive relations or space in the object. It is made an investigation of the image and design aspects in the process of filming of the production designer Alex McDowell. Four movies he designed have also been analyzed: Breaking and Entering, The Terminal, Minority Report and Charlie and the Chocolate Factory. These movies are not mentioned following a chronological order; the criteria was narrative and aesthetic. A line of the analysis of these selected movies begin at the representation of contemporary reality of Breaking and Entering; then goes to the experience of The Terminal in which part of an airport was built in the studio ; and is broken by the science fiction of Minority Report. Finally it ends with the fantasy movie of Charlie and the Chocolate Factory.
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Common challenges and diverse experiences : first-in-their-family college students' narrativesBukoski, Beth Em 10 October 2012 (has links)
“First-generation college student” is a category ubiquitous in higher education literature due to the social mobility this group has the potential of deriving from educational attainment. However, the first category is comprised of a diverse group of students who do not share any other common research construct, such as race/ethnicity, culture, immigrant status, or socioeconomic status. In addition, the literature often conceives of firsts from a deficit standpoint, blaming the students for lack of success attaching low expectations to students’ identity. In addition, although the literature implies that an intersectional approach would be appropriate for understanding this population, no work to date has attempted to apply an explicitly intersectional framework or considered probing the boundaries of the category itself.
The goals of this study, therefore, were to understand the narratives of successful firsts at a highly selective institution in order to understand how students’ intersectional identities shaped their educational trajectories, and to understand the impact of utilizing a socially constructed and deficit-oriented category in research and practice.
To achieve these aims, this study utilized a visual narrative analytic method. Seventeen successful participants self-identified as firsts and participated in two one-on-one interviews and took or found pictures relating to their pre-college and college experiences. I found that firsts made meaning of their multiple, intersecting identities in diverse ways. Although students had internalized conceptions of first status as a detriment to their educational opportunities, they were able to reframe this deficit as success through the American dream storyline. In addition, students’ multiple identities intersected and informed their educational trajectories in unique and individualized ways.
These identities flowed through the constructs of personal characteristics, familial characteristics, and characteristics that were negotiated in personal and familial contexts. Students conceptualized success being intrinsically linked to learning, contributing to future generational success, and saw themselves as making contributions to the academy via the ideas of service and diversity. Students were able to reframe negative societal expectations, focus on learning as a goal in and of itself, and associate success with self in way that suggests that examining firsts through any single identity frame limiting in understand the ways they navigate and make meaning of their experiences. In addition, students saw themselves as making unique contributions to the academy via service and diversity. The present study offers conceptual maps to explain how students talked about their identities as well as the notion of success. I also offer suggestions for research, theory, policy, and practice. / text
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Design e narrativa visual na linguagem cinematográfica / Design narrative and visual language in filmLudmila Ayres Machado 15 May 2009 (has links)
A dissertação Design e narrativa visual na linguagem cinematográfica localiza as origens do cinema e do design no contexto do projeto da modernidade e busca entender o papel que o artista moderno deve desempenhar neste fluxo de transformações e ambiguidades que teve início no século XIX. Assim, procura traçar como as novas formas de representação, consumo e entretenimento convergiram para o discurso visual da linguagem cinematográfica. Faz algumas considerações a respeito de recursos técnicos do cinema, a fim de tornar mais clara a discussão sobre narrativa visual. No texto dedicado às origens do design, localiza a fundação da Bauhaus no contexto da redefinição do papel do pensamento artístico e do artesanato em face da produção mecânica seriada. Propõe a Bauhaus como ponto de convergência da formulação teórica, da aplicação prática e do ato criativo que levariam ao desenvolvimento do design no século XX. Explicita a mudança da idéia de desenho como meio gráfico pelo qual se abstrai a forma, para desenho no sentido ativo de projeto: intuição de relações construtivas ou espaciais dentro da matéria. A partir deste estudo, realiza uma investigação dos aspectos imagéticos e projetuais nas concepções fílmicas do production designer Alex McDowell, assim como a descrição e a análise de quatro filmes desenhados por ele: Invasão de Domicílio, O Terminal, Minority Report e A Fantástica Fábrica de Chocolate. A apresentação desses filmes não segue uma ordem cronológica, sendo, sim, orientada por critérios estéticos e narrativos. A linha traçada parte da representação da realidade contemporânea de Invasão de Domicílio; passa pela experiência de O Terminal no qual parte de um aeroporto foi construída em estúdio ; é quebrada pela ficção científica Minority Report; até chegar ao cinema de fantasia de A Fantástica Fábrica de Chocolate. / This thesis, Design narrative and visual language in film locates the origins of cinema and design in the project of modernity trying to understand the role that the modern artist should play in this world of change and ambiguity that has beginning in the nineteenth century. The intent is to discover how new forms of representation, consumption and entertainment converged to the discourse of visual language film. The work makes some considerations about the technical resources of the cinema in order to clarify the discussion of visual narrative. In the text about the origins of the design, mentions the foundation of the Bauhaus in the context of redefining the role of artistic thought and craft in the face of mechanical serial production. The thesis proposes the Bauhaus as a point of convergence of the theoretical formulation, the implementation and practice and the creative act that would lead to the development of design in the twentieth century. Explains the change of the idea of the pictures as a graphic related to the abstract form, in order to the idea of a picture as an active project: intuition of constructive relations or space in the object. It is made an investigation of the image and design aspects in the process of filming of the production designer Alex McDowell. Four movies he designed have also been analyzed: Breaking and Entering, The Terminal, Minority Report and Charlie and the Chocolate Factory. These movies are not mentioned following a chronological order; the criteria was narrative and aesthetic. A line of the analysis of these selected movies begin at the representation of contemporary reality of Breaking and Entering; then goes to the experience of The Terminal in which part of an airport was built in the studio ; and is broken by the science fiction of Minority Report. Finally it ends with the fantasy movie of Charlie and the Chocolate Factory.
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Los elementos gráficos de las producciones cinematográficas y su influencia en la construcción de la narrativa visual del retrofuturismo / The graphic elements in the cinematographic productions and their influence in the construction of the retrofuturistic visual narrativeOrtega Chávez, Sergio Leonardo 25 November 2019 (has links)
La investigación tiene como objetivo examinar la relación entre los elementos gráficos usados en las producciones cinematográficas retrofuturistas pertenecientes a la plataforma de streaming de Netflix y el desarrollo de su estructura narrativa con la finalidad de hallar si estos elementos elaborados a través del diseño gráfico son determinantes para el desarrollo narrativo de una producción cinematográfica considerando factores relacionados a la experiencia cinematográfica.
Se estudiaron, a través del análisis documental y de contenido por medio de la observación científica, los elementos gráficos de cuatro capítulos con estética retrofuturista de las series Black mirror (2011) y Maniac (2018), pertenecientes a la plataforma de streaming Netflix. Para lo cual se realizó una clasificación de los mencionados elementos gráficos según su rol y el área del diseño gráfico a la que se adjuntan, obteniendo información detallada de los mismos.
A lo largo de la investigación se encontraron 198 elementos propios del diseño gráfico a través de los cuatro capítulos analizados. Los anteriores dependiendo de su uso comunicaban distintas partes de la narrativa, resaltan distintas escenas donde los elementos gráficos definían la trama. Además, se puede afirmar que un elemento gráfico es capaz de revelar distintos estados emocionales del personaje o cambios de contextuales del mundo ficticio en el cual la narrativa tiene lugar.
Se concluye a través de esta investigación que el diseño gráfico a través de los elementos gráficos posee una influencia resaltante en la narrativa visual cinematográfica, sobretodo en el género retrofuturista y en la construcción de su estética. / The objective of this research is examining the relationship between the graphic elements used in the retrofuturistic cinematographic production to Netflix streaming platform and in the development of its structural narrative, in order to find if the graphic elements crafted through graphic design are key for the narrative development of a cinematographic production considering factors related to the cinematographic experience.
Through a documentary analysis and by means of scientific observation graphic elements from four chapters with retrofuturistic aesthetics from Black Mirror series (2015) and the Maniac series (2018), both belonging to the Netflix streaming platform were studied. For this task a classification of the mentioned graphic elements was conducted, each according to its role and the graphic design area in which they connect, thus obtaining detailed information on those.
Throughout the research, a total of 198 elements belonging to graphic design were found among the four chapters analysed. The previous ones, depending on their use, expressed distinct parts of the narrative, some scenes that included graphic elements that defined key parts of the narrative stand out. Furthermore, one can affirm that a graphic design element is capable of revealing emotional states of a character or also show contextual changes in the world where the narrative takes place.
One then reaches the conclusion that by means of researching the various graphic design elements these possess a striking influence on the visual cinematographic narrative, especially in the retrofuturistic genre and in the construction of its aesthetic. / Trabajo de investigación
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Exploring women’s visual narratives of brain injuryRoer, Jacquelyn 02 May 2022 (has links)
This qualitative exploratory study centres on the identity, relationship and experiences of six women who have survived a brain injury, as told through their narratives and photographs. Situated in a critical feminist disability framework, and using a visual narrative methodology, this study utilized photo-voice inspired methods with semi-structured individual and focus-group interviews to combine visual and narrative dialogues. The focus of this research is on how the body plays a role in identity, relationships and being in the world after the challenge of surviving a brain injury. This research invites the reader into the intersections between public spaces, cultural norms and societal expectations, and the private worlds, perspectives and identities of the participants. / Graduate
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Illustrating the Contextual Nature of Stress and Resilience among Adolescents in Three Low-Income CommunitiesDeJonckheere, Melissa J. 02 June 2016 (has links)
No description available.
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Visual Narrative Game Design : Ett narrativ utan konversation / Visual Narrative Game Design : A narrative without conversationNordqvist, Filip, Sahlbom, Erik January 2018 (has links)
Vi undersöker den narrativa stilen som Flower och Journey använder sig av. I denna narrativastil finns det varken dialog och text. Utifrån Flower och Journey skapade vi en designmetodsom ska finnas till som inspiration för utvecklare som vill testa denna stilen. Resultatet avundersökningen ger upphov till en designmetod som vi applicerar på vår gestaltning för atttesta den i en annan spel genre. Mycket av metoden är fokuserad på hur Flower och Journeygör då vi bara undersöker de två spelen. Vi skulle vilja göra en mer generell undersökning dåvi undersöker mer spel som också har ett narrativ utan dialog och text. / We study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
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More than "Selfies and Starbucks": a feminist exploration of adolescent girls' photographic nexusesBonsor Kurki, Sarah 14 April 2016 (has links)
Incredibly harmful hegemonic norms are being disseminated through postfeminist media and female adolescents are being targeted and shaped by them in alarming ways. Given this current cultural climate, it is timely and critical to identify how new literacies, popular media, and institutional sexism are impacting young women’s lives, their understanding of the world, and of themselves. In this arts-based study the author investigated teen girls’ photographs and accompanying stories to determine which nexuses exist between the participants, their photographs, and their life experiences in order to discover in what ways their photography revealed elements of their identities. Critical feminist theory and visual narrative inquiry informed this SSHRC funded research in which photo elicitation was conducted with 8 teen girls over a period of 6 months. Findings revealed that within the main nexuses of appearance, media, and identity the themes of fetishization, post-feminism influences, and control were complexly interwoven. By exploring the girls’ photographs and investigating the stories and interpretations associated with them, it was possible to develop insight into how youth were using visual media to document and understand their life experiences and create their identities. Ongoing conversation with the participants about their images provided an opportunity for them to consider how their photographic images represented (or misrepresented) their identities. This feminist research allowed for experimentation, reflection, and generative knowledge to occur for the participants. It invites the reader into the blurred boundary between public space, cultural norms and societal expectations, and the private worlds, personal ideas and identities in which adolescent girls live as they mature into young adults. / Graduate / 0727 / 0273
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The Unwantables: An Exploration of Visual NarrativeValdes, Marius I. 01 January 2005 (has links)
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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