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Vai entender : uma proposta de produto transmídia sob a perspectiva do jornalismo participativo nas tvs regionaisSantos, Patrícia Martins 23 February 2015 (has links)
This report seeks to reflect on the challenges of building a transmedia narrative from participatory journalism proposal on television. It presents some notes about this new reality that is giving new meaning to the look of the viewer on the TV news. The reflection is based on bibliographic and documentary research on the subject, in addition to drawing up a proposal for structuring represented by flowchart that guided the production of audiovisual content for TV and web, discussing the issue of formatting a program along the lines flagged. / Este relatório busca refletir sobre os desafios de construir uma narrativa transmídia a partir de uma proposta de jornalismo participativo em televisão. Para tanto, apresenta alguns apontamentos acerca dessa nova realidade que vem ressignificando o olhar do telespectador sobre as notícias de TV. A reflexão se baseia em pesquisa bibliogr i documental sobre o tema, além de elaboração de uma proposta de estruturação representada por meio de fluxograma que orientou a produção de conteúdos audiovisuais para TV e web, discutindo-se a questão da formatação de um programa nos moldes sinalizados. / Mestre em Tecnologias, Comunicação e Educação
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Polidimensionalidade da narrativa fílmica contemporânea: não-linearidade, transnacionalização e transmídia / Poly-dimensionality of the contemporary narrative cinema: nonlinearity, transnacionalization, transmediaRaquel Timponi Pereira Rodrigues 10 September 2009 (has links)
A digitalização das mídias e a influência da tecnologia ocasionaram a difusão de um novo modelo de cinema, conjunto complexo de mudanças pautadas na lógica econômica e em um processo de cognição específico. Nesse contexto, na nova disposição do cinema, observa-se uma transformação no processo narrativo fílmico para além de novos formatos e conteúdos audiovisuais. Para investigar o fenômeno da polidimensionalidade do conceito da narrativa no cinema contemporâneo, a presente dissertação realiza uma análise qualitativa de exemplos significativos do cinema comercial, considerando a não-linearidade, a transnacionalização, a transmídia, além de destacar a vertente da multiplicidade narrativa, da polidimensionalidade, no cinema experimental e nas instalações artísticas. Como recorte do objeto de pesquisa, optou-se pela análise do filme Slumdog Millionaire (2008), nos itens transnacionalização e não-linearidade; dos filmes Watchmen (2009) e Batman (The Dark Knight, 2008), como franquias de transmídia; além da multiplicidade do cinema experimental What we will e instalações. O critério de seleção dos filmes foi o destaque que obtiveram nas respectivas categorias nos últimos dois anos, nas grandes bilheterias do cinema comercial pelos sites Filme B e The Internet Movie Database / The digitalization of media and the influence of technology lead to the difusion of a new type of cinema, a complex set of changes related to specific logics of economics and to specific processes of cognition. In this context, in the new organization of cinema, it is possible to behold the process of filmic narrative changing into new formats and new audiovisual content. In order to investigate the phenomenon of the poly-dimensionality of the concept of narrative in the contemporary cinema, the present thesis performs a qualitative analysis of significative examples of the commercial cinema, taking into consideration the concepts of nonlinearity, transnationalization and transmedia. It also highlights the aspects of narrative multiplicity and poly-dimensionality in experimental cinema and installation art. In order to exemplify the research object, the thesis analyzes the movie Slumdog Millionaire (2008), in which concerns transnationalization and nonlinearity; both the movies Watchmen (2008) and Batman (The Dark Knight, 2008), as transmedia franchises; besides approaching the multiplicity of the experimental cinema piece What we will and some installation art pieces. The criterion for the selection of the movies was their good results in theaters for their respective categories in the last two years, according to the websites Filme B and The Internet Movie Database.
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Narrativas transmidiáticas: aprendizagem, comunicação e estratégia de conteúdo em iniciativas multi-plataforma / Transmedia narratives: learning, communication and content strategists in multi-platform initiativesAndre Alves de Lima do Valle 26 November 2013 (has links)
As novas dinâmicas de interação possiblitadas pela Web 2.0 reformulam a aprendizagem como atividade que se estende a diversas áreas ligadas ao saber. Aprender à luz das novas tecnologias exige estratégias que se adequem às possibilidades de interação com a informação, conforme particularidades das mídias em que elas se fazem disponíveis, as particularidades de aprendizagem de cada indivíduo e o contexto que determina necessidades de acesso. Educadores, designers instrucionais / educacionais e estrategistas de conteúdo revisam, invariavelmente, processos para melhor compreender os mecanismos pelos quais informação é transformada em conhecimento. Esses estão aptos a interpretar os métodos pelos quais indivíduos processam informação e apropriam conteúdos de origens variadas em uma prática que podemos chamar aprendizagem ou meaning making. Nesse contexto, surge o conceito de narrativas transmidiáticas, capaz de abarcar as práticas de aprendizagem que, multifacetadas, são possibilitadas pelos recursos midiáticos que compõem nosso cotidiano. A construção de significado se dá na medida em que construímos narrativas, linhas mestras coerentes que nos permitem interagir de forma eficiente com os diferentes conteúdos aos quais temos acessos. Esse trabalho investigou o conceito de narrativa e o impacto da utilização de mídias na forma de interagir com os outros e, também, com o conhecimento; a aprendizagem no contexto das narrativas transmidiáticas; dois exemplos concretos e distintos em que aprende-se através de narrativas construídas a partir do uso combinado de mídias. Por fim, buscou-se apontar novos caminhos a serem explorados por pesquisadores interessados na forma como aprendizagem e comunicação se dão em um contexto caracterizado pelas mídias digitais. / The new dynamics empowered by web 2.0 reframes learning as an activity that permeates different areas of knowledge. In the light of new technologies, the goal of reaching a certain knowledge demands adequate strategies. These must be appropriate to the various possibilities of interaction with information, according to media\'s affordances, individual\'s learning particularities and the context that determined individual necessities of access. Educators, educational / instructional designers and content strategists invariably revise procedures to better understand the mechanics through which information is turned into knowledge. These professionals are able to understand the methods through which individuals process information and appropriate content from different resources in a practice that we can call learning or meaning making. In this context, appears the term transmedia narratives: a concept that encompasses plural learning practices enabled by media resources that compose our reality. Meaning making happens as we build narratives, coherent guidelines that empower ourselves to interact efficiently with the different types of content we have access to. This study investigated the concept of narrative and the impact of media in our ways to interact with others and with knowledge; learning in the context of transmedia narratives; two concrete and distinct examples in which one learn through narratives built with the use of various combined media. Finally, this study aimed to indicate new research pathways to be explored by researchers interested in the way learning and communication happen in a context determined by the digital media.
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Telas em toda parte: um novo lugar de pesquisa da recepção de telenovelaNeide Maria de Arruda 11 September 2013 (has links)
Esta dissertação é o resultado de uma investigação sobre o processo de recepção da telenovela brasileira exibida por uma nova categoria de mídia digital móvel - a out of home - no transporte público da cidade de São Paulo. Buscou-se identificar os tipos de experiências, comunicativa, cultural, estética e social que emergem nesse novo lugar de assistência da teledramaturgia brasileira. Pretendeu-se ainda compará-la com a experiência tradicional do espectador e do fã que recepciona a telenovela no conforto de sua casa. Por meio da observação etnográfica e da coleta de dados primários, procurou-se conhecer como se dá a relação entre essa mídia digital móvel e suas audiências; salientando que essa nova forma de produção da telenovela (de fato, pós-produção) é exibida de forma condensada, sem áudio e com legenda. A tentativa de compreender o papel exercido pelos meios de comunicação televisivos no cotidiano da sociedade contemporânea nos levou à necessidade de repensar a recepção do modo tradicional, dentro de casa para este momento em que ela acontece em outra plataforma, como narrativa transmídia. Nossa pesquisa trouxe resultados interessantes, entre outros, os de que, nesse novo lugar de recepção da telenovela, a mesma é utilizada como \"recurso comunicativo\", pois inúmeros passageiros do transporte coletivo compartilham e interagem sobre variados temas que fazem parte do contexto social e que estão inseridos nas novelas, a partir do momento em que são exibidas no ambiente de dentro acionando assim dispositivos de comunicação e de reflexão. / This dissertation is the result of an investigation into the process of reception the Brazilian telenovela displayed for a new category of mobile digital media, the out of home, on public transport in the city of São Paulo. Sought to identify the types of communicative, cultural, aesthetic and social experiences, that emerge in this new place assistance of Brazilian soap telenovela. Still, wanted to compare it with the traditional experience of the viewer and the fan who welcomes the telenovela in the comfort of the house. Through ethnographic observation and collection of primary data, tried to know how is the relationship between this mobile digital media and its audiences, emphasizing that this new form of production of soap telenovela (in fact, post-production) is displayed in a condensed form, without audio and withsubtitle. The attempt to understand the role played by the media in television everyday contemporary society has led us to the need to rethink the reception from the traditional way, inside the house until the moment it happens on another platform, such as transmedia storytelling. Our research has brought interesting results, among others, that in this new place of receipt of the soap opera, it is used as \"communicative resource\" because many passengers of public transportation share and interact on various topics that are part of the social context and that are present in the soap telenovela, from the moment they are displayed within the environment, triggering devices of communication and reflection.
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Espectros – um drama familiar: narrativa transmídia aplicada às artes cênicasMachado, Thiago Luiz Berzoini 30 March 2012 (has links)
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Previous issue date: 2012-03-30 / Utilizando como matriz midiática “Espectros – Um drama familiar” (Gengangere,
1881) de Henrik Ibsen, esta dissertação analisa a expansão do universo ficcional de uma peça
teatral por diversas plataformas de mídia. A montagem da obra foi desenvolvida através da
aplicação de estratégias transmídia com base nas explanações de Henry Jenkins e Stephen
Dinehart, teóricos dessa nova forma de utilização da narrativa perante a era da “Cultura
da Convergência”. O projeto apresentou ao espectador uma obra que possui vários “pontos
de entrada” no universo ficcional da trama de Ibsen, acessíveis através de um conteúdo
distribuído eletronicamente: vídeos, áudio-teatro, história em quadrinhos, um jornal
fictício que contém informações sobre o programa da peça e um dossiê contra um dos
personagens centrais da trama. A experiência também foi levada para um ambiente
imersivo - o Second Life –, apresentando uma assembleia virtual que reuniu o elenco e
o público atingido pela divulgação do evento nas redes sociais e sítio de hospedagem do
material produzido. Com a aplicação dessa estratégia, o espectador é motivado a
organizar mentalmente os fragmentos narrativos de situações pulverizadas através de
canais de distribuições complementares, proporcionando a continuidade de imersão no
universo ficcional mesmo após o término da experiência. / Using as a media-matrix “Ghosts – a family drama” (Gengangere, 1881) by
Henrik Ibsen, this work analyzes the expansion of the fictional universe of a play by
various media platforms. The composition of the play was developed through the
application of strategies based on the explanations of Henry Jenkins and Stephen
Dinehart, theorists of this new way of using the narrative according with the era of
“Convergence Culture”. The project presented a work in which the viewer has multiple
“entry points” into the fictional universe of Ibsen’s plot, accessible via electronically
distributed content: videos, audio dramas, comic, a fictional newspaper which contains
information about the program of the play and a dossier against one of the central
characters of the plot. The experience was also taken to an immersive environment – the
Second Life – featuring a virtual meeting that gathered the cast and the audience
reached by the advertisement of this event through social networking and hosting
website with the material produced. With the implementation of this strategy, the
viewer is encouraged to mentally organize the narrative fragments of situations sprayed
throughout additional distribution channels to provide continuous immersion in the
fictional universe even the ends of the experiment.
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Mechanisms within cross media stories : An analytical framework combining cross media phenomena with storytelling elementsOdén, Niklas January 2013 (has links)
Cross media is a still emerging research field and as we learn and adapt to using more devices it gets harder to define what cross media is. This paper studied two fields, cross media and storytelling in order to answer the question; which mechanisms are the bases of a cross media story? This was done by highlighting vital mechanisms within each field and used such mechanisms to construct a framework. The framework was then applied in a case study where productions with cross medial and interactive elements occur. The results of the case study show that the framework can be applied on productions to define its mechanisms and as such identify if the production is cross medial. Further the results show that the framework can give researchers and producers a quick overview of a cross media production and its mechanisms in order to identify needs in iteration.
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Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek / Artistic Testings of Fantasy Realms Created by New Media derived from the Otaku and Geek Generational CulturesDaste, Sophie 28 November 2015 (has links)
Dans un contexte généralisé où les cultures générationnelles otaku et geek multiplient leurs influences autant sur le plan du contenu culturel que sur les nouveaux médias qu’elles génèrent, nous nous sommes intéressés à sa propension à pénétrer les champs des arts dont la pratique contemporaine. La convergence des médias inhérents à ces deux cultures produit de nouveaux moyens d’expression donnant naissance à plusieurs types de pratiques expérimentales. Il s’est agi pour nous d’interroger nos référents autant que notre pratique sous ce nouvel angle. Une émergence de nouveaux systèmes technologiques se démocratise et intervient de plus en plus fréquemment dans le quotidien des usagers. Sur la base de ces nouvelles connaissances se développent de nouveaux rapports aux objets à partir desquels se forment de nouveaux espaces de fiction.La thèse « Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek » est transdisciplinaire. Elle mêle études étymologiques, anthropologiques et sociologiques à l’étude des arts. En plus de s'appuyer sur des études réalisées par des chercheurs, la méthodologie appliquée se fonde sur l’expérimentation des œuvres présentées qui touchent à la fois à l’art contemporain, aux livres, aux bandes dessinées, aux films, aux jeux vidéo, aux jeux à réalité alternée, etc., mais aussi à la convergence de tous ces médias. L’expérimentation par une pratique nous semble dans le domaine présenté une donnée très importante du bien-fondé de la recherche qui est basée sur l’étude d’un terrain culturel en constante évolution. / In a widespread background in which the influences of Otaku and Geek Generational Cultures have increased as regards both their cultural content and the new media created by them, we undertook to study their propensity to penetrate into the art sphere, whether within or outside contemporary art. The convergence of the media inherent to both cultures has produced new means of expression which have given rise to several types of experimental practices. In the light of these new aspects, we strove to review our referents as well as our practice. Emerging new IT systems are becoming more and more popular and they are increasingly affecting their users' daily lives. With such new items of knowledge, new relations to things have developed and they provide a foundation on which new Fantasy Realms are being built."Artistic Testings of Fantasy Realms Created by New Media derived from the Otaku and Geek Generational Cultures" is a transdisciplinary thesis. It blends art research with etymological, anthropological and sociological studies. The methodology applied relies on studies carried out by researchers and is based on the testing of the works presented which are related to contemporary art, books, comics, video games, alternate reality games etc., as well as to the convergence of all such media. As regards the domain referred to herein, we believe that testing through practising is a paramount aspect of the relevance of this thesis which is based on the study of an ever evolving cultural territory.
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Exploring the Effectiveness of Curriculum Provided Through Transmedia Books for Increasing Students’ Knowledge and Interest in SciencePonners, Pamela Jones 12 1900 (has links)
Transmedia books are new and emerging technologies which are beginning to be used in current classrooms. Transmedia books are a traditional printed book that uses multiple media though the use of Quick Response (QR) codes and augmented reality (AR) triggers to access web-based technology. Using the transmedia book Skills That Engage Me students in kindergarten through second grade engage in curriculum designed to introduce science skills and careers. Using the modified Draw-a-Scientist Test (mDAST), observations and interviews, researchers analyzed pre and post data to describe changes students have about science and scientists. Future study may include the development and validation of a new instrument, Draw a Science Student, and examining the mDAST checklist with the intention of updating the parameters of what is considered positive and negative in relationship with work a scientist conducts.
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Transmedia Storytelling Systems in Publishing: with Focus on Fantasy FranchisesJacob, Phillip 08 November 2021 (has links)
This master thesis provides an extensive definition of transmedia storytelling systems and the fantasy genre, besides a short overview of publishing management, technology, and marketing. The focus of this master thesis is the practical relevance of transmedia storytelling systems for fantasy franchises, such as Harry Potter, Game of Thrones, or The Lord of the Rings.
This thesis results in the perceptions that potential customers indeed consume storylines across different media types. Most of them only through media types with a low degree of participation. A smaller but significant amount of the customer consumes media types with a high degree of participation. These results are findings from a survey of more than 600 consumers surveyed of selected fantasy franchises.:1 Introduction 9
2 Overview of Publishing Technologies 11
2.1 Principles of publisher’s organization 11
2.2 Cross-media publishing 12
2.2.1 Setup and Integration of a cross-media publishing system 14
2.3 Publisher’s marketing 17
2.3.1 Publishing trademarks 20
2.3.2 Selection of marketing measures 21
3 Principles of Transmedia Storytelling 23
3.1 Transmediality 23
3.2 Transmedia Storytelling 25
3.3 Storyworlds 27
3.4 Transfictionality 29
3.5 Transmedia story systems 30
3.6 Summary 32
4 Examination of the Fantasy Genre 35
4.1 Definition of Fantasy 35
4.1.1 The secondary world 36
4.1.2 Metaphysical power 38
4.1.3 The heroic element 39
4.1.4 Demarcating Fantasy from related terms and genres 40
4.1.5 Summary 42
4.2 The German Fantasy market 43
4.2.1 Fantasy in TV, films, and series 43
4.2.2 Fantasy in books 45
4.2.3 Fantasy in computer games 46
4.2.4 In conclusion 49
5 Implementation of a Survey:
Consumption of the Same Fantasy Narrative in Different Media Types 51
5.1 Methods and systematic 51
5.1.1 Description of the examples 53
5.1.2 Justification and classification 56
5.1.3 Gathering of personal data 58
5.2 Results of the survey 60
Inhaltsverzeichnis VII
6 Discussion of the Perceptions 67
6.1 Interpretation and discussion of the survey’s results 67
6.1.1 Interpretation and discussion concerning the target audience 67
6.1.2 Interpretation and discussion in terms of further media consumption 71
6.1.3 Interpretation and discussion in terms of the media type’s potential 79
6.1.4 Interpretation and discussion in terms of further results and perceptions 86
6.2 Strategic Theses for Publishing Houses and Media Agencies 88
6.2.1 Acquiring the right content 89
6.2.2 How to design a transmedia storytelling system? 91
6.2.3 After obtaining the right stories 93
6.2.4 The right publishing system 96
6.3 In conclusion 98
Bibliography 100
Source materials 102
Statistics 105
Attachement A1 107
Total Results 108
Attachement A2 117
Survey’s structure and results in Detail 118 / Diese Masterarbeit bietet neben einem kurzen Einblick in das Verlagsmanagement, allgemeine Produktionstechniken und Marketing-Strategien eine ausführliche Definition von transmedialen Storytelling-Systemen und des Fantasy-Genres. Der Schwerpunkt dieser Masterarbeit liegt auf der praktischen Relevanz von transmedialen Storytelling-Systemen für Fantasy-Franchises, wie Harry Potter, Game of Thrones oder Der Herr der Ringe. Das Ergebnis dieser Arbeit ist die Erkenntnis, dass potenzielle Kunden tatsächlich medienübergreifend Storylines konsumieren. Die meisten von ihnen jedoch nur über
Medientypen mit einem geringen Partizipationsgrad. Ein kleinerer, aber wesentlicher Teil der Rezipienten konsumiert Medientypen mit einem hohen Partizipationsgrad. Diese Ergebnisse sind Erkenntnisse aus einer Befragung von mehr als 600 Rezipienten ausgewählter Fantasy-Franchises.:1 Introduction 9
2 Overview of Publishing Technologies 11
2.1 Principles of publisher’s organization 11
2.2 Cross-media publishing 12
2.2.1 Setup and Integration of a cross-media publishing system 14
2.3 Publisher’s marketing 17
2.3.1 Publishing trademarks 20
2.3.2 Selection of marketing measures 21
3 Principles of Transmedia Storytelling 23
3.1 Transmediality 23
3.2 Transmedia Storytelling 25
3.3 Storyworlds 27
3.4 Transfictionality 29
3.5 Transmedia story systems 30
3.6 Summary 32
4 Examination of the Fantasy Genre 35
4.1 Definition of Fantasy 35
4.1.1 The secondary world 36
4.1.2 Metaphysical power 38
4.1.3 The heroic element 39
4.1.4 Demarcating Fantasy from related terms and genres 40
4.1.5 Summary 42
4.2 The German Fantasy market 43
4.2.1 Fantasy in TV, films, and series 43
4.2.2 Fantasy in books 45
4.2.3 Fantasy in computer games 46
4.2.4 In conclusion 49
5 Implementation of a Survey:
Consumption of the Same Fantasy Narrative in Different Media Types 51
5.1 Methods and systematic 51
5.1.1 Description of the examples 53
5.1.2 Justification and classification 56
5.1.3 Gathering of personal data 58
5.2 Results of the survey 60
Inhaltsverzeichnis VII
6 Discussion of the Perceptions 67
6.1 Interpretation and discussion of the survey’s results 67
6.1.1 Interpretation and discussion concerning the target audience 67
6.1.2 Interpretation and discussion in terms of further media consumption 71
6.1.3 Interpretation and discussion in terms of the media type’s potential 79
6.1.4 Interpretation and discussion in terms of further results and perceptions 86
6.2 Strategic Theses for Publishing Houses and Media Agencies 88
6.2.1 Acquiring the right content 89
6.2.2 How to design a transmedia storytelling system? 91
6.2.3 After obtaining the right stories 93
6.2.4 The right publishing system 96
6.3 In conclusion 98
Bibliography 100
Source materials 102
Statistics 105
Attachement A1 107
Total Results 108
Attachement A2 117
Survey’s structure and results in Detail 118
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A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia StorytellingWakefield, Jenny S. 05 1900 (has links)
This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and techniques to move students toward meaningful real-world learning and the ability to make a difference in the world. The dissertation closes by exploring implications of this study for instructional designers and instructors interested in using alternate reality games and transmedia storytelling for teaching and learning purposes.
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