19 resultados para Storytelling. Ludopoiese. Humanescence
em Doria (National Library of Finland DSpace Services) - National Library of Finland, Finland
Resumo:
Tutkimuksen tavoitteena on kuvailla tarinankerrontaa brändin rakennuksen välineenä, ja selvittää mitkä ovat tarinankerronnan erityispiirteet sosiaalisessa mediassa. Aikaisempien teorioiden ja julkaisujen avulla kootaan viitekehys joka osoittaa käsitteiden vaikutukset toisiinsa. Tutkimus osoittaa tarinankerronnan vaikuttavan vahvistavasti kaikkiin brändipääoman ulottuvuuksiin, lähinnä tunteita herättävien ja muistettavuutta lisäävien ominaisuuksiensa ansiosta. Empiirisessä osiossa selvitetään laadullisen sisällönanalyysin keinoin kuinka yleistä brändien tarinankerronta tällä hetkellä on, ja kuvaillaan millaisia tarinoita yritykset kertovat. Aineisto koostuu sadan suosituimman brändin Facebookissa jakamista videomuotoisista tarinoista. Tutkimus osoitti, että brändien tarinankerronta sosiaalisessa mediassa on toistaiseksi melko vähäistä. Tarinat voidaan luokitella kirjallisuudesta tuttujen tarinatyyppien mukaisesti. Suurin osa brändien esittämistä tarinoista pyrkii synnyttämään yleisössä ihailun ja nostalgian tunteita, mutta useat tarinat myös sisältävät humoristisia piirteitä.
Resumo:
User experience is a crucial element in interactive storytelling, and as such it is important to recognize the different aspects of a positive user experience in an interactive story. Towards that goal, in the first half of this thesis, we will go through the different elements that make up the user experience, with a strong focus on agency. Agency can be understood as the user’s ability to affect the story or the world in which the story is told with interesting and satisfying choices. The freedoms granted by agency are not completely compatible with traditional storytelling, and as such we will also go through some of the issues of agency-centric design philosophies and explore alternate schools of thought. The core purpose of this thesis is to determine the most important aspects of agency with regards to a positive user experience and attempt to find ways for authors to improve the overall quality of user experience in interactive stories. The latter half of this thesis deals with the research conducted on this matter. This research was carried out by analyzing data from an online survey coupled with data gathered by the interactive storytelling system specifically made for this research (Regicide). The most important aspects of this research deal with influencing perceived agency and facilitating an illusion of agency in different ways, and comparing user experiences in these different test environments. The most important findings based on this research include the importance of context-controlled and focused agency and settings in which the agency takes place and the importance of ensuring user-competency within an interactive storytelling system. Another essential conclusion to this research boils down to communication between the user and the system; the goal of influencing perceived agency should primarily be to ensure that the user is aware of all the theoretical agency they possess.
Resumo:
In much of the previous research into the field of interactive storytelling, the focus has been on the creation of complete systems, then evaluating the performance of those systems based on user experience. Less focus has been placed on finding general solutions to problems that manifest in many different types of interactive storytelling systems. The goal of this thesis was to identify potential candidates for metrics that a system could use to predict player behavior or how players experience the story they are presented with, and to put these metrics to an empirical test. The three metrics that were used were morality, relationships and conflict. The game used for user testing of the metrics, Regicide is an interactive storytelling experience that was created in conjunction with Eero Itkonen. Data, in the forms of internal system data and survey answers, collected through user testing, was used to evaluate hypotheses for each metric. Out of the three chosen metrics, morality performed the best in this study. Though further research and refinement may be required, the results were promising, and point to the conclusion that user responses to questions of morality are a strong predictor for their choices in similar situations later on in the course of an interactive story. A similar examination for user relationships with other characters in the story did not produce promising results, but several problems were recognized in terms of methodology and further research with a better optimized system may yield different results. On the subject of conflict, several aspects, proposed by Ware et al. (2012), were evaluated separately. Results were inconclusive, with the aspect of directness showing the most promise.
Resumo:
Abstract: Hannah Arendt's storytelling: an approach to the understanding contingency
Resumo:
Digitarina (DigiTales) on digitaalinen tarinankerrontaprojekti, jossa osallistujat työstävät media-alan ammattilaisen opastuksella digitaalisesti tuotetun ja levitettävän tarinan tai lyhytelokuvan tekijän itsensä kuvaamasta videomateriaalista, valokuvista, piirustustuksista sekä äänimateriaalista. Digitarina-työskentelyä on testattu eri maissa muun muassa peruskoulunopettajien ja teini-ikäisten mediakasvatustyökaluna ja sillä on pilottikokeilujen perusteella ollut positiivisia vaikutuksia oppilaiden motivointiin erityisesti ryhmissä, joissa motivoitumistaso koulunkäyntiin on ollut alhainen tai joissa oppilailla on vaikeuksia ilmaista itseään tai tuottaa sisältöä itse. Tämän tutkielman tavoite on pohtia digitarina-työskentelyä oppilaiden voimautumista edistävänä keinona Aurinkolahden peruskoulussa tehtyjen digitarina-työpajojen tuloksien perusteella sekä omien havaintojeni kautta koulun harjaantumisluokassa vetämäni työpajan kokemuksista. Digitarinan työstäminen ei itsessään tuota voimaantumista tai johda voimaantumiseen, mutta luova työskentely oppilaita itseään kiinnostavien aiheiden parissa sekä oppilaiden uudenlaisten kykyjen esiintuomisella oli vaikutusta positiiviseen lataukseen ja oppilaiden myönteiseen suhtautumiseen omiin taitoihinsa sekä itseilmaisuun. Lisäksi vuorovaikutus oppilaiden välillä heidän omien teostensa kautta toteutui onnistuneesti, sillä oppilaat oppivat toisistaan uusia asioita, olivat kiinnostuneita toistensa tarinoista ja antoivat toisilleen myönteistä palautetta. Tutkielman tulosten mukaan oppilaat kokivat digitarina-työskentelyn aikana voimautumista: mielihyvää, iloa ja ylpeyttä omasta osaamisestaan. Oppilaat saivat itseluottamusta ja uskoa kykyihinsä tuottaa omaa mediasisältöä. Käsittelen lyhyesti myös erilaisia näkökulmia mediakasvatuksesta ja lasten ja nuorten oman mediasisällön tuottamisesta kouluissa.
Resumo:
Tämä tutkielma tarkastelee luottamuksen roolia organisaation sisäisessä yhteistyössä. Tavoitteena on tutkia niitä mekanismeja, joiden avulla luottamuksen ilmenemistä sisäisessä yhteistyössä voidaan vahvistaa. Toiseksi työ tarkastelee sitä, onko luottamus yhteystyössä henkilöityvää vai ei-henkilöityvää. Koska luottamusta on pääsääntöisesti tutkittu yrityskontekstissa, työn kolmantena tavoitteena on tarkastella sitä, vaikuttavatko kuntaorganisaation erityispiirteet luottamuksen ilmenemiseen yksiköiden välisessä yhteistyössä. Tämän laadullisen tutkimuksen teoreettinen osuus toteutettiin kirjallisuuskatsauksena. Tutkimuksen empiirisenä aineistona käytettiin narratiiveja, jotka olivat kuntaorganisaation keskijohdolta kerättyjä tarinoita. Aineiston analysointiin käytettiin sisällönanalyysin menetelmiä. Tutkimuksen tuloksena voidaan todeta, että luottamus on perusedellytys toimivalle yhteistyösuhteelle ja se rakentuu hyvin pitkälle käyttäytymisen ja kommunikoinnin kautta. Luottamus yhteistyössä ilmenee hyvin usein ei-henkilöityvänä luottamuksena, jolloin se kohdistuu siihen yksikköön, minkä kanssa yhteystyötä tehdään. Kuntaorganisaation erityispiirteillä ei ole merkittävää roolia luottamuksen ilmenemisessä yhteistyössä, vaikka virkamiehen virkavastuu onkin tarinoista nähtävissä.
Resumo:
Tutkimuksen tavoitteena on tutkia mikä on luottamuksen rooli ja vaikutus esimies-alaissuhteessa. Toiseksi työ tarkastelee sitä mitkä tekijät saavat luottamuksen horjumaan ja mihin horjuminen vaikuttaa, sekä vastaa kysymykseen mikä on luottamuksen dynamiikka konfliktitilanteissa. Kolmanneksi työ tarkastelee sitä miten menetettyä luottamusta voidaan korjata ja mitkä keinot ovat tehokkaimpia. Tämän laadullisen tutkimuksen teoreettinen osuus toteutettiin kirjallisuuskatsauksena. Tutkimuksen empiirisenä aineistona käytettiin narratiiveja, jotka olivat Lappeenrannan teknillisen ykiopiston Digi-opiskelijoilta koottuja luottamustarinoita. Toisena aineistona käytetiin opiskelijoiden fokus-ryhmäkeskusteluja. Tutkimuksen tuloksena voidaan todeta, että luottamus on perusedellytys toimivalle esimies-alaissuhteelle ja se rakentuu hyvin pitkälle vuorovaikutuksen kautta. Tärkeimmät luottamusta horjuttavat tekijät ovat huono tiedonkulku ja tiedottaminen, ja tärkeimmät keinot menetetyn luottamuksen korjaamiseen ovat keskustelu, kommunikaatio ja avoin vuorovaikutus.
Resumo:
Marine traffic is expected to increase rapidly in the future, both in the Baltic Sea and in the Gulf of Finland. As the number of vessels in the area increases, so does the risk of serious marine accidents. To help prevent such accidents in the future, the International Maritime Organization (IMO) has put forth the International Safety Management Code (the ISM Code), which aims to improve the safety of the vessels. The second work package of the Development of maritime safety culture (METKU) project investigates the effects of the ISM Code and potential areas of improvement in maritime safety. The first phase in the work package used a literature review to determine how maritime safety culture could be improved. Continuous improvement, management commitment and personnel empowerment and motivation were found to be essential. In the second phase, shipping companies and administrators were interviewed. It was discovered that especially incident reporting based on continuous improvement was felt to be lacking. This third phase aims to take a closer look at incident reporting and suggest improvements based on the findings. Both the IMO and national legislation encourage shipping companies in incident reporting, and on the national level a shared incident reporting system (ForeSea) is being pushed forward. The objective of this research project was to find out the IMO’s attitude towards incident reporting, to establish a theoretical framework of reference in incident reporting, and to observe how reporting is actually being employed on the seas. Existing incident reporting systems were also researched. The study was carried out using a literature review and the results previously gathered in interviews. The results of phase two were elaborated further for themes relating to incident reporting. According to the findings of this research, the theoretical background of incident reporting dates back to the early 20th century. Although some theories are widely accepted, some have also received criticism. The lack of a concise, shared terminology poses major difficulties in maritime incident reporting and in determining its efficiency. A central finding is the fact that existing incident reporting focuses mostly on information flow away from the ship, whereas the backward information flow is much less planned and monitored. In incident reporting, both nationally and internationally, stakeholders are plenty. The information produced by these parties is scattered, however, and thus not very usable. Based on this research, the centralizing of this information should be made a priority. Traditionally, the success of incident reporting has been determined statistically, from the number of reported incidents. Yet existing reporting systems have not been designed with such statistical analysis in mind, so different methodologies might yield a more comprehensive view. The previous findings of seafarers and management (including shipping companies and administration) having differing views on safety work and safety management were backed up by the results of this study. Seafarers find seamanship and storytelling important, while management wants a more systematic and broad approach on safety matters. The research project was carried out by the Centre for Maritime Studies of the University of Turku, in the Kotka unit (Maritime Logistics Research), with coordination by the Kotka Maritime Research Centre. The major financiers of the project were the European Union and the city of Kotka. The financing authority was the Regional Council of Päijät-Häme. Partners in the project were the shipping companies Finnlines Oyj, Kristina Cruises Oy, Meriaura Oy and VG-Shipping Oy, and the ports of Helsinki, Kotka and Hamina. The partners provided both funding for the project and information for the research.
Resumo:
Cultural heritage has become something of an in-word in recent times. Intangible cultural heritage, however, is a category that has received relatively little attention. This folkloristic study focuses on intangible cultural heritage as concept and as process. Folkloristics as a scholarly branch emphasizes non-material culture. Consequently, there is a big potential in bringing existing knowledge of folklore together with current scholarly theories concerning cultural heritage in order to expand the understanding of intangible cultural heritage. In this thesis cultural heritage is regarded as a symbolic construct, which is spoken of and discussed in specific ways. The study of intangible cultural heritage (Swe. kulturarv) as concept focuses on this area. For a cultural component to be experienced as intangible cultural heritage it is, however, not enough to discuss it in those terms. Instead, cultural heritage status needs to be acted out during lengthy processes. This is demonstrated by the study of intangible cultural heritage as process. As a consequence performativity appears crucial to an understanding of cultural heritage – when a sufficient number of people speak and act as if a cultural component has a special status, it will also be perceived as cultural heritage. In this dissertation intangible cultural heritage is studied through cultural analysis, more specifically through discourse analysis. The usage of the concept intangible cultural heritage within cultural organizations, in scholarly use and in the Swedish-speaking press in Finland is examined. Traditional music in the Swedish-speaking districts of Finland is used as a case study of intangible cultural heritage as process. The examination concerns how traditional music, an intangible cultural component, has been discussed, transformed, standardized and objectified in a cultural heritage process. Cultural heritage is generally used as a token of value so that certain cultural components, both intangible and tangible, which are discussed in terms of cultural heritage are perceived to be valuable and should therefore be safeguarded. Intangible cultural heritage depends on performance, that is practitioners use their bodies to act out their traditional knowledge through song, handicraft, storytelling and so on. Intangible cultural components can be transmitted to other individuals in a performance situation, and they can also be documented. In Finland documentation and subsequent filing in archives have been associated with safeguarding of intangible cultural heritage. If the aim of safeguarding is to uphold traditional practices, which is the case for among others UNESCO’s programs aimed at intangible cultural heritage, other efforts are called for: forms of safeguarding that support performance and transmission.
Resumo:
Kirjallisuusarvostelu
Resumo:
The therapeutic uses of storytelling : internationellt symposium vid Åbo Akademi, 13−14.12.2012.
Resumo:
The present thesis discusses the coherence or lack of coherence in the book of Numbers, with special regard to its narrative features. The fragmented nature of Numbers is a well-known problem in research on the book, affecting how we approach and interpret it, but to date there has not been any thorough investigation of the narrative features of the work and how they might contribute to the coherence or the lack of coherence in the book. The discussion is pursued in light of narrative theory, and especially in connection to three parameters that are typically understood to be invoked in the interpretation of narratives: 1) a narrative paradigm, or ‘story,’ meaning events related to each other temporally, causally, and thematically, in a plot with a beginning, middle, and end; 2) discourse, being the expression plane of a narrative, or the devices that an author has at hand in constructing a narrative; 3) the situation or languagegame of the narrative, prototypical examples being factual reports, which seeks to depict a state of affairs, and storytelling narratives, driven by a demand for tellability. In view of these parameters the present thesis argues that it is reasonable to form four groups to describe the narrative material of Numbers: genuine narratives (e.g. Num 12), independent narrative sequences (e.g. Num 5:1-4), instrumental scenes and situations (e.g. Num 27:1-5), and narrative fragments (e.g. Num 18:1). These groups are mixed throughout with non-narrative materials. Seen together, however, the narrative features of these groups can be understood to create an attenuated narrative sequence from beginning to end in Numbers, where one thing happens after another. This sequence, termed the ‘larger story’ of Numbers, concerns the wandering of Israel from Sinai to Moab. Furthermore, the larger story has a fragmented plot. The end-point is fixed on the promised land, Israel prepares for the wandering towards it (Num 1-10), rebels against wandering and the promise and is sent back into the wilderness (Num 13-14), returns again after forty years (Num 21ff.), and prepares for conquering the land (Num 22-36). Finally, themes of the promised land, generational succession, and obedience-disobedience, operate in this larger story. Purity is also a significant theme in the book, albeit not connected to plot in the larger story. All in all, sequence, plot, and theme in the larger story of Numbers can be understood to bring some coherence to the book. However, neither aspect entirely subsumes the whole book, and the four groups of narrative materials can also be understood to underscore the incoherence of the work in differentiating its variegated narrative contents. Numbers should therefore be described as an anthology of different materials that are loosely connected through its narrative features in the larger story, with the aim of informing Israelite identity by depicting a certain period in the early history of the people.
Resumo:
This study is based on the notion that all students are likely to have a computer of some kind as their primary tool at school within a few years. The overall aim is to contribute to the knowledge of what this development of computer-assisted multimodal text production and communication on and over the net may entail in a school context. The study has an abductive approach drawing on theory from Media and Communication studies and from Pedagogy - particularly on media peda-gogy, multimodality, storytelling, conversation research and deliberative democracy – and is based on a DBR project in three schools. The empirical data are retrieved from four school classes, school years 4 and 5, with good access to computers and digital cameras. The classes have used the class blogs to tell the blog visitors about their school work and Skype to communicate with other classes in Sweden and Tanzania. A variety of research methods was employed: content analysis of texts, observations with field notes and camera documentation, interviews with individual students, group interviews with teachers and students, and a small survey. The study is essentially qualitative, focusing on students’ different perceptions. A small quantitative study was conducted to determine if any factors and variables could be linked to each other and to enable comparisons of the surveyed group with other research results. The results suggest that more computers at school offer more opportunities for real-life assignments and the chance to secure an authentic audience to the students’ production; primarily the students’ parents and relatives, students in the same class and at other schools. A theoretical analysis model to determine the degree of reality and authenticity in various school assignments was developed. The results also indicate that having access to cameras for documenting various events in the classes and to an authentic audience can create new opportunities for storytelling that have not been practiced previously at school. The documentary photo invites a viewer into the present tense of the image and the location where the picture was taken, whoever took the picture. It is used by the students and here too, a model has been developed to describe this relationship. The study also focuses on the freedom of expression and democracy. One of the more unexpected findings is that the students in the study did not see that they can influence other people’s perceptions or change various power structures through communication on the web, neither in nor outside of school.