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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Beneath Still Waters: An Exploration of Transmedia Narratives and Twitter Fiction

Gupta, Anjali 01 January 2015 (has links)
Beneath Still Waters is an original transmedia mystery narrative that explores the possibilities of an interconnected media landscape as a unique platform for creative use and audience engagement. Transmedia storytelling refers to the building of a fictional world comprised of multiple parts across different platforms, where each component makes a valuable contribution to the whole. This project uses the tools and strategies of social media to tell a complex and interactive multi-platform story.
62

On the Boundaries of Watchmen : Paratextual Narratives across Media

Waites, Peter January 2015 (has links)
This dissertation is an intervention into the ongoing revisions of Gerard Genette’s concept of paratexts. Increasingly used in discussions of artifacts other than the literary novels that were Genette’s object of attention, the concept of paratexts has given rise to intense debates regarding the nature and functions of paratextual elements across media. One area of contestation is the relation of paratext to narrative. While Genette’s original paradigm complicates the possibility of a narrative paratext, I show that the liminal zones usually occupied by paratexts—what I call paratextual space—are commonly used for narrative purposes, particularly as popular narratives extend across media. In this dissertation, I analyze the different embodiments of Watchmen with a focus on such a use of paratextual spaces. I argue that studies of narratives presented in these spaces—what I refer to as paratextual narratives—will not only shed light on these narrative strategies, but also give new insights into how popular narratives extend across new media platforms. My first analytical chapter concerns the material that frames the Watchmen graphic narrative, and its roots in the media specific history and paratextual phenomenon known as lettercols. I show how this paratextual space was repurposed in the creation of Watchmen to present narrative material that worked to establish and augment the history of the storyworld and the characters presented in the graphic narrative of the Watchmen comics. I argue that the functions of these materials are influenced by the tradition established by the lettercols and the paratextual spaces in which they are situated. In my second analytical chapter I turn to the Watchmen adaptation, focusing in particular on the digital narratives framing the cinematic premiere of the film. I show how the paratextual nature of these materials occluded their narrative functions, causing them to be excluded from what is regarded the adaptation of Watchmen. I argue that the materials framing the Watchmen film are paratextual narratives that should be seen as integral parts of the Watchmen adaptation. In my conclusion I address the Watchmen prequel-series Before Watchmen and raise questions regarding how paratextual narratives function for media franchising.
63

A narrativa transmídia como gênero do discurso : um estudo de caso do longa-metragem Capitão América 2 o soldado invernal / Transmedia storytelling as a speech genre : a case study of Captain America the winter soldier

Mussarelli, Felipe 15 February 2017 (has links)
Submitted by Aelson Maciera (aelsoncm@terra.com.br) on 2017-08-21T20:15:59Z No. of bitstreams: 1 TeseFM.pdf: 7222139 bytes, checksum: 93a3230984f54af0f812c5d0fe42a81c (MD5) / Approved for entry into archive by Ronildo Prado (bco.producao.intelectual@gmail.com) on 2018-01-31T16:45:51Z (GMT) No. of bitstreams: 1 TeseFM.pdf: 7222139 bytes, checksum: 93a3230984f54af0f812c5d0fe42a81c (MD5) / Approved for entry into archive by Ronildo Prado (bco.producao.intelectual@gmail.com) on 2018-01-31T16:46:03Z (GMT) No. of bitstreams: 1 TeseFM.pdf: 7222139 bytes, checksum: 93a3230984f54af0f812c5d0fe42a81c (MD5) / Made available in DSpace on 2018-01-31T16:50:30Z (GMT). No. of bitstreams: 1 TeseFM.pdf: 7222139 bytes, checksum: 93a3230984f54af0f812c5d0fe42a81c (MD5) Previous issue date: 2017-02-15 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / The current entertainment industry finds itself dominated by big media groups, whose reach starts from production through distribution until the content exhibition in many platforms, with high revenue stream. This study aimed to compare the concept of transmedia storytelling by Henry Jenkins with Mikhail Bakhtin’s language theory by means of the hypothesis of that transmedia storytelling might be a bakhtinian speech genre. For this reason, we considered Captain American: the winter soldier (Anthony Russo and Joe Russo, 2014) and its narrative expansion produced in comic, short motion videos, television series and video games. Besides analyzing the motion picture, we sought to observe in which way the three speech genre elements (theme, style and compositional content) behaved in each narrative expansion of the motion picture in comparison to the character Captain America’s narratives not linked to the motion. As a result, we noticed that, while each narrative genre element not linked to the motion behaved independently, the linked narrative elements behaved similarly leading us to the conclusion that transmedia storytelling can be considered a bakhtinian speech genre. / O atual mercado do entretenimento encontra-se dominado por grandes grupos midiáticos cujo alcance abrange desde a produção, passando pela distribuição até a exibição de conteúdo em diversas plataformas e suportes, movimentando altos valores. Nesse cenário, o presente trabalho buscou cotejar o conceito de Narrativa Transmídia, tal como formulado de Henry Jenkins, com os estudos de linguagens de Mikhail Bakhtin, por meio da hipótese de que a narrativa transmídia pode se configurar como um gênero bakhtiniano do discurso. Para tal, tomamos como objeto da pesquisa o filme Capitão América 2: o soldado invernal (Captain America: the winter soldier, Anthony Russo e Joe Russo, 2014) e suas expansões narrativas produzidas em formato de história em quadrinhos, curtametragem, série televisiva e jogo eletrônico. Além de analisar o longa-metragem, buscamos observar de que maneira os três elementos constituintes do gênero do discurso (tema, estilo e forma composicional) comportam-se em cada uma das expansões narrativas do longa-metragem em comparação com narrativas do personagem Capitão América não vinculadas ao longa-metragem. Como resultado notamos que, enquanto os elementos do gênero de cada uma das narrativas não vinculadas comportam-se de forma independente entre si, os elementos de cada um dos gêneros das expansões narrativas ligadas ao longa-metragem comportam-se de forma bastante semelhante, o que nos levou a concluir que a narrativa transmídia pode ser considerada um gênero bakhtiniano do discurso.
64

Fish Out of Water: A Transmedia Adaptation of The Little Mermaid

Lewis, Alicen M 01 January 2015 (has links)
Fish Out of Water: A Transmedia Adaptation of The Little Mermaid is a critical examination of how by using transmedia approaches to storytelling we are able to make characters with less common background more relatable. In this project the story of Maria, a first generation student, is told through the mediums of vlogs, blog posts, tumblr, and twitter.
65

Spel, transmedialitet och bibliotek : Fallet Dynamo Game / Video-games, transmedia and libraries : The case Dynamo Game

Ljungkvist, Stina January 2018 (has links)
The aim of this bachelor’s thesis is to study Gothenburg’s main public library’s youth department, Dynamo with a certain focus on one of the two departments called Dynamo Game. This with regard to conducting a case study with an aim to partly identify work methods concerning the public library and videogames but also on the other hand study the potential connection between videogames as a medium and reading-literacy for this specific case. The study has been conducted as a case study taking shape as semistructured interviews with users and personnel, examining documents and finalizing these results in a SWOT- analysis. The results of this study showcases how Dynamo Game works with video games in different ways regarding transliteracy, meeting spaces and for enjoyment. Video Games for Dynamo Game is an important part of its youth-related mission, as the youth area of Gothenburg's public city library. To be a successful youth library one must also embrace the youth culture and the surrounding medias that these youths makes use of daily. This study presents Dynamo Game’s strengths, weaknesses, possibilities and threats/difficulties concerning work with video games in general and in a library context.
66

We will hold the line : o fandom como forma de participação dos fãs no desenvolvimento do universo transmidiático do jogo mass effect

Palomino, Paula Toledo 15 June 2015 (has links)
Submitted by Bruna Rodrigues (bruna92rodrigues@yahoo.com.br) on 2016-09-13T14:49:46Z No. of bitstreams: 1 DissPTP.pdf: 10221819 bytes, checksum: f1a9a5fc9bc3569835da66d9b81bff42 (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-09-13T19:47:35Z (GMT) No. of bitstreams: 1 DissPTP.pdf: 10221819 bytes, checksum: f1a9a5fc9bc3569835da66d9b81bff42 (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-09-13T19:47:47Z (GMT) No. of bitstreams: 1 DissPTP.pdf: 10221819 bytes, checksum: f1a9a5fc9bc3569835da66d9b81bff42 (MD5) / Made available in DSpace on 2016-09-13T19:47:56Z (GMT). No. of bitstreams: 1 DissPTP.pdf: 10221819 bytes, checksum: f1a9a5fc9bc3569835da66d9b81bff42 (MD5) Previous issue date: 2015-06-15 / Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP) / The advent and popularization of the Internet has enabled the cultural convergence movement, creating numerous online communities as well as the consolidation of collective intelligence. Without being blocked by geographical barriers that once separated them, fans of today are much more active, organized and eager for content. Their voices can now be heard by the companies holding the canonicity of the stories on the internet, through protests on social networks and unofficial content building (fandom culture). Their reactions can influence and even change the original plots. This work aimed to study this phenomenon from the fans perspective and their participation in the evolution of the transmedia universe of Mass Effect games (2007-2012), from Bioware, through its unofficial productions such as fanfiction, specific actions through crowdfunding platforms and interactions via social networking communities like Facebook, in response to the end of game trilogy, which generated great dissatisfaction due to an expectation not fulfilled (from the perspective of those fans). It analyzed the narrative complexity of the work, and how this aspect influenced the relationship with the fans, culminating in this highly organized protest action against the ending, forcing the company holding the canon content to retract and change the ending of its work. / O advento e popularização da internet possibilitou o movimento da convergência cultural, criando inúmeras comunidades online, bem como a consolidação da inteligência coletiva. Sem serem tolidos pelas barreiras geográficas que os separavam, os fãs da atualidade são muito mais ativos, organizados e ávidos por conteúdo. Suas vozes podem agora serem ouvidas pelas empresas detentoras da canonicidade das histórias na internet, através de protestos em redes sociais e da construção de conteúdo não oficial (cultura fandom). Suas reações conseguem influenciar e até mesmo alterar enredos originais. O presente trabalho buscou estudar esse fenômeno sob a ótica da participação dos fãs do universo transmidiático do jogo eletrônico Mass Effect (2007-2012), da empresa Bioware, através de suas produções não oficiais, como fanfictions, ações pontuais através de plataformas de financiamento coletivo (ou crowdfunding) e interações em comunidades via redes sociais, como o Facebook, em resposta ao final da trilogia dos jogos, que gerou grande insatisfação devido à uma expectativa não cumprida (sob a ótica desses fãs). Analisou-se a complexidade narrativa da obra, e como esse aspecto influenciou na relação com os fãs, culminando nesta ação de protesto altamente organizado contra o final, obrigando a empresa detentora do conteúdo cânone a se retratar e alterar o final de sua obra.
67

Junho, 2013 : o acontecimento discursivo transmídia

Padovani, Gustavo 29 July 2016 (has links)
Submitted by Aelson Maciera (aelsoncm@terra.com.br) on 2017-06-14T19:03:46Z No. of bitstreams: 1 DissGP.pdf: 1665311 bytes, checksum: 8d14b298524d6b6845eeebb2abd0224d (MD5) / Approved for entry into archive by Ronildo Prado (ronisp@ufscar.br) on 2017-06-27T17:24:43Z (GMT) No. of bitstreams: 1 DissGP.pdf: 1665311 bytes, checksum: 8d14b298524d6b6845eeebb2abd0224d (MD5) / Approved for entry into archive by Ronildo Prado (ronisp@ufscar.br) on 2017-06-27T17:24:51Z (GMT) No. of bitstreams: 1 DissGP.pdf: 1665311 bytes, checksum: 8d14b298524d6b6845eeebb2abd0224d (MD5) / Made available in DSpace on 2017-06-27T17:29:14Z (GMT). No. of bitstreams: 1 DissGP.pdf: 1665311 bytes, checksum: 8d14b298524d6b6845eeebb2abd0224d (MD5) Previous issue date: 2016-07-29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / The manifestations occured in June 2013 in Brazil were marked by a large content production by a great diversity of users, indie medias and the traditional media. Whitin this premise, this research uses discourse analysis as a methodology to observe how interactions between contents produced by users in platforms as Facebook, YouTube, and the Twitcasting and media portals promote a discursive transmedia happening. As a study case, the research also analyses the alternative media collective Mídia Ninja, analyzing its production structure and how it´s contents promoted interactions with the traditional media, promoting discutions on the new relationship between activism and media. / As manifestações iniciadas em junho 2013 no Brasil foram marcadas por uma grande produção de conteúdo em diversas plataformas por usuários, mídias alternativas e mídias tradicionais. Partindo dessa premissa, a pesquisa se utiliza metodologicamente da análise do discurso para observar como as interações entre os conteúdos produzidos para plataformas como Facebook, YouTube, Twitcasting e nos grandes portais de mídias promovem um acontecimento discursivo transmidiático. Como estudo de caso, a pesquisa também utilizará uma análise do grupo de mídia alternativa Mídia Ninja, ao investigar sua estrutura de produção e como seus conteúdos promoveram interações com a grande mídia promovendo, assim, discussões sobre as relações contemporâneas entre o ativismo e as mídias.
68

Narrativa transmídia no telejornalismo: possibilidades e desafios na democratização da informação e produção de conhecimento na TV universitária / Narrative transmedia in telejornalism: possibilities and challenges in the democratization of information and production of knowledge on university TV

Alves, Wanessa Medeiros 09 March 2018 (has links)
Submitted by Wanessa Medeiros Alves null (wanessa387@gmail.com) on 2018-03-15T20:25:53Z No. of bitstreams: 1 WANESSA- DISSERTAÇÃO_ versao_final.pdf: 1259426 bytes, checksum: 4c32250f8ddc943d2272e56a1a69c4b2 (MD5) / Approved for entry into archive by Maria Marlene Zaniboni null (zaniboni@bauru.unesp.br) on 2018-03-16T17:51:07Z (GMT) No. of bitstreams: 1 alves_vm_me_bauru.pdf: 1259426 bytes, checksum: 4c32250f8ddc943d2272e56a1a69c4b2 (MD5) / Made available in DSpace on 2018-03-16T17:51:08Z (GMT). No. of bitstreams: 1 alves_vm_me_bauru.pdf: 1259426 bytes, checksum: 4c32250f8ddc943d2272e56a1a69c4b2 (MD5) Previous issue date: 2018-03-09 / A partir das constantes mudanças estruturais inerentes ao contexto de globalização e inovações tecnológicas, surgem diferentes estratégias e formatos para o jornalismo. Neste âmbito, o uso da linguagem transmídia no telejornalismo brasileiro quando busca promover interatividade e participação do público na rotina produtiva em uma TV Universitária, pelo uso de mídias sociais e participação, a fim de ampliar os processos de democratização da informação; apresenta algumas possibilidades e desafios que vão de limitações tecnológicas às limitações políticas e econômicas. A partir disso, por meio da pesquisa participativa na TV Unesp, apresenta-se resultados que identificam as possibilidades do uso da linguagem transmídia no telejornalismo e sua relação com os processos de democratização da informação e produção de conhecimento essenciais dentro da estrutura de uma TV Universitária. / From the constant structural changes inherent to the context of globalization and technological innovations, different strategies and formats comes out for journalism. In this context, the use of the transmedia language in Brazilian television journalism when it seeks to promote interactivity and participation of the public, in the productive routine in a University TV, through the use of social media and participation, in order to broaden the processes of democratization of information; presents some possibilities and challenges from technological, political and economic limitations. From this, through the participative research in Unesp TV, results are presented that identify the possibilities of the use of the transmedia language in the journalism TV and its relation with the processes of democratization of the information and production of knowledge within the structure of a University TV.
69

Image Schemata and Transmedia Improvisation

January 2014 (has links)
abstract: I am interested in performance that includes multiple artistic media. I am looking for a way to communicate with other artists that can clearly express the meaning of an artistic gesture that they can interpret for their medium. I wish to make transmedia performance art with a meaning that is clear to an audience. That meaning can be abstract. Sometimes we call art "abstract" to imply that it has no perceivable meaning. However, everything has meaning. Even if a piece of art does not have narrative meaning, we can still perceive a structure. That is thanks to our imagination. Imagination is our way of making sense of our experience. I believe that if I can identify some of the imaginative structures through which I perceive and understand my own work, I can use those structures to annotate or organize scores for improvised performance pieces. I am interested in how we understand art. One theory of understanding, which comes from Mark Johnson, involves "image schemata." Image schemata (sing. schema) are basic, abstract structures that we develop based on what we perceive from our physical interactions with the environment. We project these structures that come from a physical domain onto the mental domain. Johnson calls this process "metaphorical projection," and he calls our ability to do this "imagination." By metaphorically projecting image schemata from one domain to another, we form meaning of our experiences, and thus contribute to our understanding of the world. I believe that I can use image schemata to explain the meanings inherent in the art I make and to explain the connections in meaning between one artistic medium to another. I wish to apply this in a transmedia performance setting. First, I will analyze previous transmedia works in terms of image schemata. Second, I will make a score using image schemata for an improvised performance. Third, I will reflect on the results of attempting to rehearse that score. / Dissertation/Thesis / M.M. Music 2014
70

Transmedialt berättande i Marble Hornets : Transmedia, alternate reality gaming och hur det översätts till film

Johansson, Leon January 2016 (has links)
Transmedialt berättande innebär berättande som sker över flera medium som samverkar för att berätta samma berättelse, där varje medium dessutom enskilt bör hålla god form, för att sedan skapa en större summa när det sammanförs med de andra. En sådan produktion kräver mycket ur publiken, såväl som forskare, då man behöver analysera och värdera varje enskild del av berättelsen varpå man kan ta sig an den fulla konstellationen. Denna uppsats syfte är att belysa transmedia och hur det kan brukas, samt undersöka hur webserien Marble Hornets utnyttjar sin transmedialitet för att forma flera berättare. Seriens berättarform kommer därefter jämföras med filmtolkningen av serien, Always Watching: A Marble Hornets Story, för att belysa vad transmedialiteten tillför för möjligheter, vilket sedan diskuteras. I studien utnyttjades en blandning av narrativa och semiotiska analysmetoder och tyder på att transmedia och alternate reality gaming öppnar många dörrar för manusskribenter för att förändra hur berättelsen skildras, på flera olika sätt.

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