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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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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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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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媒體公(近)用實踐之探討: 以臺北市有線電視公用頻道節目《臺北市民故事館》為例 / 『Taipei Stories』: an experiment and case study of the public access to cable TV葉子豪, Yeh, Tzu Hao Unknown Date (has links)
1993年有線電視法通過,有線電視逐漸取代無線電視,成為台灣主要的傳播媒介。有線電視因其纜線鋪設與經營形態等特性,成為自然壟斷的地方媒體;因此,法律上視其為「準公用事業」,並賦予回饋地方的義務,此為有線電視公用頻道出現的原因。
公用頻道的主要價值是落實媒體近用權,然而受到申播法規、業者經營意願與民眾製作影音內容技術門檻等限制,公用頻道在台灣的成效不彰。近年來新傳播科技興起,影音網站快速成為民眾慣用的近用平台,公用頻道存續意義乃受挑戰。本研究之目的即在探討數位匯流趨勢下,公用頻道的未來。研究發現,影音網站雖能儲存播放大量的民眾影片,但其本質仍屬「社群媒體」,與公用頻道作為社區媒體的功能不同。同時,影音網站的搜尋機制與使用者習慣也影響影片的曝光度,並不能提供一視同仁的公平近用。因此,本文認為,有線電視公用頻道的地方性與公平近用的經營理念,仍是公用頻道未來發展的應屬方向。
據此,本研究之創作實踐即以五十支「臺北市民故事館」短片,試驗公用頻道落實地方媒體近用,提升社區意識的可能製作方式。此短片透過口述歷史與數位自述之技巧,提高居民分享社區記憶、建立社區認同、參與社區事務,提升社區公益的意願,以作為公用頻道未來節目企劃製作的參考。 / In Taiwan, the previously prohibited cable television operators were legalized after the Cable Television Law was established in 1993. Like in many countries, cable television has gradually replaced network television as the primary media in Taiwan. The specific cable installation and its business model make cable television a monopolizing media in local communities. According to Cable Television Law, cable television is regarded as a “prospective public utility,” and one of its obligations is to serve the public. Therefore, the cable television public access channel was launched.
The core value of public access channel is to grant the Right of Media Access. However, the practice of public access channel in Taiwan is hampered due to multiple restrictions such as broadcast application law, regulations, business management and the technical thresholds of audiovisual content production. In recent years, many websites, such as YouTube and youKU, have rapidly become the preferred access platform for the public. The necessity of public access channel is being questioned and challenged.
Some studies showed that while audio and video websites can store and play a large number of access videos, their essence remains as “social media” rather than “community media,” such as public access channel. Furthermore, the audio video websites’ search mechanism and the users’ habits can both affect the exposure of the videos and impair the fair access of media.
This study, supplemented with 50 related projects, intends to discuss the future development of public access channel under digital convergence. Through a year’s productions and surveys, the author concludes that the unique local relevance and the importance of providing fair access should be the emphasis of the future development of public access channel.
The creative projects of this study, broadcasted on public access channel, present the public the right to access local media and enhance the community awareness. These projects, digital programs of personal life experiences, were designed for telling Taipei Stories. By employing oral history and digital storytelling techniques, these projects intend to encourage the residents share their community memories, enhance community identity, participate community affairs, and further improve the community charity. In addition, these projects can serve as references for planning and producing programs for public access channel in the future.
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Разработка проекта сайта о горном туризме : магистерская диссертация / Web-Site Project Development on Mountain TourismБоровкова, Н. М., Borovkova, N. M. January 2018 (has links)
Магистерская диссертация «Разработка проекта сайта о горном туризме» состоит из введения, двух глав – теоретической и практической, заключения, библиографического списка, включающего 73 наименования, и пяти приложений. Цель исследования – разработать проект информационного сайта о горном туризме, основываясь на данных, собранных в ходе анализа информационных сайтов о горном туризме и в результате работы с научными источниками. Объект исследования – информационные сайты о горном туризме. Предмет – структурно-содержательные и визуальные особенности информационных сайтов о горном туризме. Подобрано доменное имя ресурса. Сформирована концепция дизайна сайта. Подобран шрифт и цветовая палитра ресурса, разработан логотип. Обосновано решение использовать для реализации проекта CMS (WordPress) в качестве основной и конструктор Tilda Publishing для работы в разделе «Отчеты». Разработан прототип и два варианта макета стартовой страницы. При помощи конструктора сайтов разработана цифровая история. Отдельные положения проведенного исследования были представлены на VI Международной научно-практической интернет-конференции «Книжное дело: достижения, проблемы, перспективы» (Екатеринбург, 2017) и Международной научно-практической интернет-конференции «Язык. Текст. Книга» (Екатеринбург, 2018). / The Master's thesis "Web-Site Project Development on Mountain Tourism" consists of an introduction, two chapters - theoretical and practical, conclusion, reference comprising of 73 titles, and five annexes. The study purpose is to develop a draft information web-site on mountain tourism based on data collected during the analysis of information web-sites on mountain tourism and as a result of working with the scientific sources. The study object is the information web-sites on mountain tourism. The study subject is the structural and visual features of the information web-sites on mountain tourism. The domain name of the resource is chosen. The concept of the web-site design is formed. The font and color palette are chosen, and a logo for the resource is developed. The decision to use the CMS (WordPress) as the main for the project implementation and the Tilda Publishing designer to work in the "Reports" section is justified. A prototype and two versions of the layout of the start page are developed. A digital story with the help of the web-site designer is developed. Separate provisions of the study made were presented at the VI International Scientific and Practical Internet Conference "Book Business: Achievements, Problems, Prospects" (Yekaterinburg, 2017) and the International Scientific and Practical Internet Conference "Language. Text. Book" (Yekaterinburg, 2018).
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Обучение чтению на основе сторителлинга в системе дополнительного образования : магистерская диссертация / Teaching reading based on storytelling in the system of complementary educationДанилова, Е. А., Danilova, E. A. January 2022 (has links)
Диссертационное исследование посвящено обучению изучающему виду чтения подростков на занятиях в лингвистическом центре при использовании технологии цифрового повествования. В данной работе рассматриваются теоретические основы и описан поэтапный процесс внедрения технологии “Digital Storytelling” на занятиях в лингвистическом центре. / The dissertation research is devoted to teaching the study reading to teenagers in the classroom at the linguistic school using Digital Storytelling. This study discusses the theoretical foundations and describes the step-by-step process of implementing the technology “Digital Storytelling” in the classroom at the linguistic school.
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Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'Wood, Hannah January 2016 (has links)
Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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Проектная методика при обучении говорению на иностранном языке учащихся начальных классов с использованием цифровых технологий : магистерская диссертация / Project Methodology for Teaching Primary School Students to Speak a Foreign Language Using Digital TechnologiesДоценко, А. В., Dotsenko, A. V. January 2021 (has links)
Данная работа посвящена исследованию цифровой технологии “Digital storytelling” в обучении говорению на английском языке учащихся начальных классов в рамках проектной деятельности. Актуальность исследования обусловлена необходимостью выявления новых путей развития и пополнения средств обучения, направленных на улучшение навыков говорения в обучении английскому языку. Объект исследования – процесс обучения монологической речи на иностранном языке в начальной школе. Предмет исследования – цифровая технология “Digital storytelling” при обучении монологической речи на иностранном языке. Цель исследования – выявление, определение и обоснование особенностей использования цифровой технологии “Digital storytelling” в обучении монологической речи на иностранном языке учащихся младшей школы. / This work is devoted to the study of digital technology "Digital storytelling" in teaching English speaking to primary school pupils during the project activities. The relevance of the study is determined by the necessity to identify new ways of development and updating of means of education aimed at improving speaking skills in teaching English. The object of the research is the process of teaching monologue speech in a foreign language in primary school. The subject of the research is the digital technology “Digital storytelling” in teaching monologue speech in a foreign language. The goal of the study is to identify, define and substantiate the peculiarities of using the digital technology “Digital storytelling” in teaching monologue speech in a foreign language of primary school pupils.
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