321 resultados para Storytelling.


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This paper describes and analyses language norms in a storytelling manual published in the Frenchspeaking part of Switzerland. In the manual, storytelling is conceived as a means of persuasion and thus it appears that an appropriate storytelling should lead to believe or to act. What exactly is "appropriateness" in this specific case? In order to examine this issue, this paper addresses three questions: how storytelling is promoted as an efficient communicative technique; which methods are used to propose and support language norms (by showing "what the storyteller should do" and by saying "how he should do so"); and which are the criteria which define an appropriate story (semantic/formal and functional criteria) and an appropriate telling of the story (communicative and linguistic criteria).

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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.

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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.

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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.

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La version intégrale de cette thèse est disponible uniquement pour consultation individuelle à la Bibliothèque de musique de l’université de Montréal (www.bib.umontreal.ca/MU).

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Este libro es fruto del itinerario formativo en ingl??s previsto para el profesorado de educaci??n infantil. Las autoras, coordinadas por la asesora de Lenguas Extranjeras del CPR de Gij??n, participaron en las fases formativas iniciadas en 2005 con un curso intensivo de Lengua inglesa en el CPR de Gij??n y finalizado en el curso de English-in-York en el Reino Unido. En la ??ltima fase de este itinerario formativo han creado estos materiales sobre varias historias inventadas para ser contadas y para ser explotadas pedag??gicamente en infantil y primer ciclo de primaria. Los objetivos de este material son promover el desarrollo de la expresi??n y comprensi??n oral, aprovechar las t??cnicas narrativas para fomentar la creatividad y madurez del alumnado y usar destrezas y t??cnicas variadas desde un enfoque constructivista. Los temas abordados son: 1) Elaboraci??n de unidades did??cticas de ingl??s en educaci??n infantil. 2) Little Pumpkin and the Halloween Party. 3) Whitie's Trip. 4) The Proud Rainbow. En la primera parte se explica el proceso de dise??o, desarrollo y evaluaci??n de una unidad did??ctica. En las dem??s, se incluyen actividades, juegos, rimas, cuentos, canciones y juegos ilustrados y disponibles para su uso escolar.

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Two lectures, first part on charts, second on data stories

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In this lecture we go over the fundamentals of interactive game narratives. Defining what we mean by narrative, and placing games in context with other ergodic literature. We look at non-linear structures, agency, and the narrative paradox. Concluding with a set of mechanisms that games designers use to manage agency in their narrative games.

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El artículo forma parte de un monográfico de la revista dedicado a las lenguas extranjeras

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Proporciona gran variedad de ideas para el uso de cuentos que enseñan inglés a los niños. Estas narraciones les hacen disfrutar y les motivan a escuchar y a aprender, les ayudan a darse cuenta de los sonidos y a sentir el inglés, además se combinan con teatro, poesía y música. Incluye muchas actividades que se pueden utilizar con cualquier otra historia y hojas para ejercicios que pueden fotocopiarse.

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Actividades para estimular el aprendizaje del inglés de una manera creativa y divertida. El libro está dividido en dos secciones: cuatro historias para niños de cuatro a siete años y seis cuentos para niños de siete a doce años. Cada historia representa un género en particular: un cuento tradicional, una leyenda, una fábula, una historia en un ambiente familiar. El nivel del lenguaje tiende a ser más avanzado a medida que se avanza a través de las páginas del libro.

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La narrativa digital es una narración con texto generado a través de ordenador y con contenidos multimedia, pues tanto la web 2.0 como las herramientas de que disponen la mayoría de los ordenadores, permiten a los estudiantes producir historias digitales que combinan texto, música, imágenes, sonidos, narración en audio y formato video. Este recurso proporciona a los educadores recursos, ideas y directrices par la utilización de herramientas digitales para crear, producir y construir relatos y otros contenidos a través de un medio electrónico.