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Viral Voices. Digital storytelling, women and HIV in Podcast Positivos: Mujeres VIHvas projectArcas Noguera, Cristina January 2020 (has links)
Despite being considered as the most social infection, there is little data on HIV infection in women. Women have not been considered beyond their reproductive role as subjects with a sexuality that transcends the historical mandate of biological reproduction, maintaining a secondary role in the infection. At the same time, society seems to have forgotten that the infection is still present. This thesis explores the voice of a group of positive women who, with their stories and through the digital narrative, will challenge the discourses that are established as hegemonic. In order to illustrate the potential of new tools as digital storytelling to disrupt and challenge the hegemonic herstory around women with HIV, the starting point for this thesis is Podcast Positivos: Mujeres VIHvas project. Engaging with the theories of intersectionality, performativity and cyborg, it will be argued the use of language, voice and the role of listening. Phenomenological research and narrative discourse analysis will be applied as methodologies to, on the one hand, address the experience of HIV as an important dimension in women's lives and, on the other hand, use their stories as a way to understand the meaning of those experiences. This thesis also discusses the creation of a cyber self, a viralized voice that is introduced into the already institutionalized podcast platform, to construct, deconstruct and challenge silences. Further, this thesis calls for an effort to listen, feel and write the stories of resistance of positive women and to put them into conversation within feminist academic debates.
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Umělé emoce ve virtuálním vyprávění / Artificial emotions in virtual storytellingBída, Michal January 2017 (has links)
No description available.
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A digital platform for Social innovation Through digital StorytellingMateyisi, Ntombesisa January 2021 (has links)
>Magister Scientiae - MSc / Technology plays a big role in our lives. However, many do not have access to
technology and the knowledge it provides, giving rise to the so-called digital divide.
The purpose of this study is to explore and understand the impact of digital
storytelling for social innovation, considering the digital landscape of South Africa.
For example, it is important to consider what types of technologies have worked
and are still working to capture stories. Furthermore, to consider what skills the
end-users would require to use the system and what devices would be best suited
for them—PC, laptop, tablet, or smartphone—and what software would be
required to capture their stories. Finally, access to Wi-Fi or the Internet would need
to be economically viable. Despite the vast research that has been done on digital
storytelling, not much has been done in terms of its impact on social innovation
and how a digital platform should be designed to enrich social innovation and
creativity.
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Storing Stories : Digital Render of Momentous Living ArchivesNordin, Hanna January 2020 (has links)
Storytelling presented in digital archives can provide indigenous communities with a voice needed to tell stories and thus enhance the society’s understanding for that community. The objective was to evaluate a digital archive prototype from a perspective of rendering Sami stories and storytelling. This was done by collecting data with the method Research through Design where a prototype was designed and demonstrated in two steps to the indigenous people of Scandinavia known as the Sami people. The findings suggest that the prototype can render Sami storytelling to some extent but that digital archives, in regard to indigenous cultures, must be designed with sensitive ethicalities in mind. These digital archives must also be designed so that immersive stories can be rendered whilst also providing the indigenous people the right to be prosumers in order to provide them the empowerment to own their own culture. These issues and future research are discussed in the paper.
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Interactive Digital Stories in Financial News: Opportunities for Increased Youth Engagement and Financial Literacy EducationEdwards, William Charles 17 September 2020 (has links)
No description available.
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urStory : A Tool to Connect Generations Through Voice-Recorded Memories and ExperiencesBacaksizlar, Ecenur January 2023 (has links)
Over the last decades, there has been a decline in the recognition and prevalence of communication and interaction between people of different age groups. This change can be perceived as a loss of value in societies on several different levels while this societal segregation continues to create larger divisions within societies. These divisions in generations may have different causes such as different interests, lifestyles, values, technological developments, politics and so forth. This dissertation focuses on exploring the social dynamics, connections and interactions between older and younger generations and the project is situated in Sweden. The project adopts a user-centred design approach with several participatory design methods such as omnipresent workshops with focus groups, anecdotes and interviews with participants from different age groups. It proposes urStory, a platform that enables individuals to share life experiences, stories and memories with their voices only. The concept also discovers the accessibility and usability of such tools across generations. Findings from the workshops and interviews indicated the awareness and the recognised value of intergenerational interactions are limited. Addressing the reacquaintance between generations and mutual respect were requirements to foster meaningful connections. Results from the testing sessions and the follow-up discussions provided valuable insights including the aspects from alternative use cases and accesibility to moderation and safety of the platform.
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"Performance and Resilience: Performance, Storytelling, and Resilience Building in Post-Katrina New Orleans"Becker, Sophia Colette January 2015 (has links)
No description available.
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Comparing the Effects of Student-Created Content Acquisition Podcasts and Teacher-Created Content Acquisition PodcastsJordan, Katlyn 26 July 2022 (has links)
No description available.
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The Use of Digital Storytelling to Improve the Effectiveness of Social and Conflict Resolution Skill Training for Elementary StudentsLipschutz, Betsy D. January 2010 (has links)
School safety is one of the most important issues facing administrators, teachers, and parents. Several risk factors have been identified as antecedents to aggression including poor social skills, difficulty dealing with anger and frustration, and inadequate problem solving abilities. No Child Left Behind requires all schools receiving Title IV funds to implement research based violence interventions. Second Step, an internationally recognized violence prevention curriculum published by Committee for Children was implemented in an urban elementary school with 66 African American students in grades 3 through 5 for 9 weeks. This study employed a randomized control group design with two treatment conditions; Second Step instruction and Second Step instruction with digital role-playing, an adaptation of digital storytelling, to increase program effectiveness and intensify student motivation. The School Social Behavior Scales-2 (Merrell, 2002) was used to assess differences in aggression and prosocial skills. MANOVA indicated significant differences for grade only. Older students had higher prosocial behavior scores and younger students had lower scores on the program's content assessment. Results indicated that the Second Step curriculum did not affect behavior. Although the benefits of teaching students to respond empathetically to others, solve problems, and control anger have been documented in the literature, the use of Second Step to accomplish these goals has not been supported. / Educational Psychology
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De la relation d’aide à la rencontre créative : le récit numérique comme outil de reconnaissance mutuelleLemelin, Rachel 11 1900 (has links)
Cette recherche exploratoire vise à documenter, du point de vue des intervenants, les conditions nécessaires à la mise en place de projets utilisant des outils de narrativité numérique, de même que les principaux apports de ces outils à l’intervention. Ces outils peuvent être des récits numériques qui sont de courtes vidéos (deux à cinq minutes) intégrant images, musique, texte, voix et animation, ou encore de courts fichiers audio, aussi appelés podcasting ou baladodiffusion. Il peut aussi s’agir de jeux vidéo interactifs ou d’un montage vidéo à partir d’extraits de témoignages. Dans un contexte où les pratiques d’intervention, dans les services publics en particulier, sont de plus en plus normées et standardisées, une recherche qui explore des outils d’intervention recourant à la créativité s’avère des plus pertinentes. Par ailleurs, ce champ n’a été que très peu exploré en service social jusqu’à maintenant. Des entrevues semi-dirigées ont été menées auprès de huit intervenants ayant utilisé ces outils dans leur pratique. L’analyse de leurs propos met d’abord en lumière les conditions nécessaires à la réalisation de ce type de projet, de même que les questions éthiques qui les accompagnent. Ensuite, du côté des principaux apports de ces outils, ils se situent, d’une part, dans le processus créatif collaboratif. Celui-ci permet d’enrichir l’intervention en donnant un espace de parole plus libre où intervenants et usagers créent des liens qui modifient le rapport hiérarchique entre aidant et aidé. D’autre part, l’attention professionnelle accordée à la réalisation des produits et à leur diffusion contribue à donner une plus grande visibilité à des personnes souvent exclues de l’espace public. Ainsi, en plus d’explorer les apports d’un outil artistique à l’intervention, cette recherche permet également d’analyser les enjeux de visibilité et de reconnaissance associés à l’utilisation de médias participatifs. / This exploratory study describes, from the viewpoint of social workers and other support workers, the conditions needed to set up a project that makes use of digital storytelling tools, as well as the main contributions of these tools as part of an intervention. The tools may be digital stories in the form of short, two-to-five minute videos (with music, text, voice, and/or animations), or short audio files (i.e., podcasts). They may also be interactive video games or a video montage created from extracts drawn from personal stories. A study exploring intervention tools that encourage creativity becomes all the more pertinent in a context where, particularly in public health and social services, intervention practices are becoming increasingly standardized. As yet, this field has been only minimally explored. Semi-directed interviews were conducted with eight workers who used these tools in their practice. Analysis of their statements sheds light on the conditions necessary to carry out this type of project, as well as the ethical questions that arise in the process. The analysis also reveals that one of the main contributions of these tools lies within the collaborative creative process. The process enriches the intervention by providing a space for freer speech where support workers and the people they help create ties that modify the hierarchical relationship between them. Moreover, the professional attention given to creating and sharing the products helps provide greater visibility to people who are often excluded from the public arena. Thus, in addition to exploring the contributions of an artistic tool to interventions, this study also makes it possible to analyze the issues of visibility and recognition associated with using participatory media.
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