897 resultados para Multimedia storytelling


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Em cooperação com Glorianna Davenport do M.I.T. Media Lab

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La presente tesis “Estudio de la versión digital de Diario El Tiempo: análisis y propuesta de innovación” tiene como objetivo analizar el sitio web de Diario El Tiempo de Cuenca para comprobar si cumple las expectativas y necesidades de los usuarios, revisar si aprovecha las posibilidades multimedia del mundo digital, y por último, presentar una propuesta para mejorar la edición digital. En el Capítulo I se revisan los conceptos generales de comunicación y periodismo digital, y sus máximos referentes a nivel mundial. El Capítulo II describe brevemente la historia del periodismo en el Ecuador, los sitios web de los principales medios impresos del país, y las nuevas narrativas multimedia. El Capítulo III analiza las características de eltiempo.com.ec, como el diseño, contenido, usabilidad, accesibilidad, arquitectura de información, recursos audiovisuales y multimedia, interacción comunicativa con los usuarios, redes sociales, por último lo compara con otros medios digitales como El Comercio y El Mercurio. El Capítulo IV muestra los resultados de la encuesta realizada para conocer el nivel de aceptación del sitio entre los internautas. Finalmente, el Capítulo V presenta una propuesta de innovación para el sitio y el personal que trabaja en la elaboración de contenidos y mantenimiento del sitio, junto a un manual de redacción web y uso de redes sociales.

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The results presented in the article are part of a wider PhD project developed under the Doctoral program in Multimedia in Education from the University of Aveiro. The project, which sought to understand student ID in Higher education through the use of Digital Storytelling, was made possible through the Doctoral Grant awarded by Fundação para a Ciência e Tecnologia (FCT).

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Many concepts have been developed to describe the convergence of media, languages, and formats in contemporary media systems. This article is a theoretical reflection on “transmedia storytelling” from a perspective that integrates semiotics and narratology in the context of media studies. After dealing with the conceptual chaos around transmedia storytelling, the article analyzes how these new multimodal narrative structures create different implicit consumers and construct a narrative world. The analysis includes a description of the multimedia textual structure created around the Fox television series 24. Finally, the article analyzes transmedia storytelling from the perspective of a semiotics of branding.

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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.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Este Proyecto Fin de Carrera está destinado a la ilustración y aprendizaje del uso de varios dispositivos de los laboratorios del Departamento de Ingeniería Audiovisual y Comunicaciones, de la Escuela Universitaria de Ingeniería Técnica de Telecomunicación, de la Universidad Politécnica de Madrid, en forma de vídeos tutoriales basados en mediciones y prácticas habituales de las asignaturas del departamento para que puedan ser utilizados por los alumnos de la escuela como apoyo a las explicaciones del profesor en ocasiones puntuales. En concreto se han realizado hasta seis vídeos tutoriales en los que se explica: el diseño de un circuito impreso y la creación y fabricación de éste. Por otro lado, también se ha explicado el fenómeno del ruido de fase y cómo es el proceso de su medida, como una de las muchas características de un analizador de espectros. A modo de análisis, se ha realizado otro tutorial acerca de la modulación en FM, sus características y sus aplicaciones. Por último se ha hecho un estudio del comportamiento de un analizador de redes, exponiendo su funcionamiento y explicando su proceso de calibración. Para la realización de estos tutoriales se han utilizado diferentes aplicaciones sobre creación de vídeos multimedia, animación, producción de audio y narración. En especial se han usado: Sprint-Layout 5.0, Adobe Flash Professional CS5.5, Camtasia studio 7, Corel VideoStudio Pro X4, Loquendo TTS7 y WinPlot. Para el apartado de las grabaciones de las diferentes escenas se ha necesitado el uso de distintos instrumentos de medida del laboratorio tales como: analizador de espectros, analizador de redes, generador de señal, generador de funciones, osciloscopio y otros equipos adicionales como: cámara de vídeo y trípode del departamento. Para la composición de los diferentes tutoriales se ha comenzado creando un guion, para cada uno de ellos, estableciendo la aparición de las imágenes, vídeos, y locución. A continuación se exponen los diferentes temas en los que se han basado estos tutoriales de laboratorio, uno a uno. ABSTRACT. This Project is destined to learn the use of several devices at the laboratory of “Ingeniería Audiovisual y Comunicaciones” Department at “Escuela Universitaria de Ingeniería técnica de Telecomunicaciones” of “Universidad Politécnica de Madrid”, on the way as tutorial videos base on the subjects from this department to be used by the college students as help of the teacher’s explanations. In this project you will find up to six tutorial videos, showing: printed circuit design, printed circuit board manufacture. You can also find an explanation about the phenomenon of phase noise and how it’s its measurement process, as one of the many features of a spectrum analyzer. Another tutorial video is based on FM modulation, its features and applications. The last tutorial explains the networks analyzer functionalities and its calibration process. To carry out these tutorials different applications have been used to create multimedia videos, animation, audio production and storytelling. Such as Sprint Layout 5.0, Camtasia 7.0, Corel VideoStudio Pro X4, Adobe Flash Professional CS5.5, Loquendo TTS7 y WinPlot. About the recording side of the different scenes, several equipment have been required at the laboratory, such as spectrums analyzer, signal generator, oscilloscope, function generator, network analyzer and other additional devices, such as: a video camera with its tripod. The composition of the different tutorials has begun creating a script, for each of them, setting the times of appearance of images, video, speech and music. After this abstract, the different topics of the tutorials are showed, one by one.

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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Obesity has been recognized as a worldwide public health problem. It significantly increases the chances of developing several diseases, including Type II diabetes. The roles of insulin and leptin in obesity involve reactions that can be better understood when they are presented step by step. The aim of this work was to design software with data from some of the most recent publications on obesity, especially those concerning the roles of insulin and leptin in this metabolic disturbance. The most notable characteristic of this software is the use of animations representing the cellular response together with the presentation of recently discovered mechanisms on the participation of insulin and leptin in processes leading to obesity. The software was field tested in the Biochemistry of Nutrition web-based course. After using the software and discussing its contents in chatrooms, students were asked to answer an evaluation survey about the whole activity and the usefulness of the software within the learning process. The teaching assistants (TA) evaluated the software as a tool to help in the teaching process. The students' and TAs' satisfaction was very evident and encouraged us to move forward with the software development and to improve the use of this kind of educational tool in biochemistry classes.

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In this paper, we describe the Vannotea system - an application designed to enable collaborating groups to discuss and annotate collections of high quality images, video, audio or 3D objects. The system has been designed specifically to capture and share scholarly discourse and annotations about multimedia research data by teams of trusted colleagues within a research or academic environment. As such, it provides: authenticated access to a web browser search interface for discovering and retrieving media objects; a media replay window that can incorporate a variety of embedded plug-ins to render different scientific media formats; an annotation authoring, editing, searching and browsing tool; and session logging and replay capabilities. Annotations are personal remarks, interpretations, questions or references that can be attached to whole files, segments or regions. Vannotea enables annotations to be attached either synchronously (using jabber message passing and audio/video conferencing) or asynchronously and stand-alone. The annotations are stored on an Annotea server, extended for multimedia content. Their access, retrieval and re-use is controlled via Shibboleth identity management and XACML access policies.

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This article adopts a microanalytic approach to examine storytelling as a co-construction by family members in a Cypriot-Australian family. Previous studies on family storytelling have focused on the various roles of family members in storytelling with a means of studying family socialization (Miller et al., 1990; Ochs & Taylor, 1992; Blum-Kulka, 1997). These studies used critical discourse analysis, socioculturel theories, performance and pragmatic approaches to storytelling. This article offers a distinctive approach to family storytelling by examining the discourse and social identities that family members display during the storytelling. The data originate in a study that involves interviews with three generations of Greek-Australian and Cypriot-Australian women regarding their relationships with each other. In this paper we investigate the contributions of the father and the daughters in the course of the mother's turn at storytelling. The first part of the analysis focuses on the husband's discourse identities as a contributor, initiator and elicitor of his wife's storytelling. During the storytelling we also observe the production and exchange of different social identities between the husband and the mother, such as the 'unwilling suitor', the 'embarrassed schoolgirl' or the 'forceful but teasing husband'. The second part describes how the daughters take part in their mother's storytelling, producing a variety of identities such as the 'impatient mother', the 'complaining', 'happy', or 'good' mothers and daughters. These investigations succinctly illustrate how narratives become a resource for members' 'display' and 'play' of identities. Copyright ©2002, John Benjamins B.V.

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ABSTRACT: Between pure documentary and pure fiction there are, more and more, a reasonable number of cinematic alternatives that convey a dimension of non-reality. Between the pointedly factual discourse and the irrational belief in an entirely narrative world, there intervenes an informed conviction in a truthful but nonexistent universe, in which the formal enunciation sells an image of objectivity. In a path that leads us from the forms and contents of reflexive and performative documentaries, according to Bill Nichols, and ends up in fake documentary itself, we will have the opportunity to stress the filmic construction and its inherent narrative purpose, be it a fictional story or the creator himself as character (others would say subject) of the cinematic construct. In a boomerang kind of logic, the more the objects direct us to a referent, the more they restore us a creative/authorial reference and, along with it, the narrative idea that instills it. In Woody Allen’s case, this storytelling manifests itself in the fake documentary genre, which works as if it is the reality, only to better manifest the sole reality that interests the director: that of the metacinema, or the cinema as self-referencial reality. The practical examples will be derived from the following films: Take the Money and Run (1969) e Husbands and Wives (1992).

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ABSTRACT: The American metacinema which, by tradition, is narrative but extremely formulaic favours the story above the telling. No man contributed more to alter this state of affairs than Orson Welles, whose cinematic practice exalted the filmic enunciation and linked it more explicitly to the narrative intentions of the creator, making it obvious that metanarrative is synonymous with metacinema. With Citizen Kane (1941), in particular, the cinema was made more disnarrative, as meant by French writer/director Alain Robbe–Grillet, well ahead of Modernism. The fragmented narration, the temporal convolutions, a tendency for paradox and the interpretative obstacles all come together to anticipate the serial practice of David Lynch in his last four features. Structuring the films in segments which constitute different but complementary versions of the same events, Lynch manages to express the director’s enunciation along with the narration of the characters, reinforcing the role of the telling in the midst of the story. In INLAND EMPIRE (2006) the use of mise-en-abyme as a way of duplicating stories and tellers further increases the objective and complicates what is clearly the reign of the puzzle or mind-game film. In the footsteps of Welles, Lynch contributed for an outbreak of metanarrative / metacinematic crossover indie films closer to the European aesthetic practice but still very much within the American narrative tradition.

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Actualmente, os smartphones e outros dispositivos móveis têm vindo a ser dotados com cada vez maior poder computacional, sendo capazes de executar um vasto conjunto de aplicações desde simples programas de para tirar notas até sofisticados programas de navegação. Porém, mesmo com a evolução do seu hardware, os actuais dispositivos móveis ainda não possuem as mesmas capacidades que os computadores de mesa ou portáteis. Uma possível solução para este problema é distribuir a aplicação, executando partes dela no dispositivo local e o resto em outros dispositivos ligados à rede. Adicionalmente, alguns tipos de aplicações como aplicações multimédia, jogos electrónicos ou aplicações de ambiente imersivos possuem requisitos em termos de Qualidade de Serviço, particularmente de tempo real. Ao longo desta tese é proposto um sistema de execução de código remota para sistemas distribuídos com restrições de tempo-real. A arquitectura proposta adapta-se a sistemas que necessitem de executar periodicamente e em paralelo mesmo conjunto de funções com garantias de tempo real, mesmo desconhecendo os tempos de execução das referidas funções. A plataforma proposta foi desenvolvida para sistemas móveis capazes de executar o Sistema Operativo Android.

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A classical application of biosignal analysis has been the psychophysiological detection of deception, also known as the polygraph test, which is currently a part of standard practices of law enforcement agencies and several other institutions worldwide. Although its validity is far from gathering consensus, the underlying psychophysiological principles are still an interesting add-on for more informal applications. In this paper we present an experimental off-the-person hardware setup, propose a set of feature extraction criteria and provide a comparison of two classification approaches, targeting the detection of deception in the context of a role-playing interactive multimedia environment. Our work is primarily targeted at recreational use in the context of a science exhibition, where the main goal is to present basic concepts related with knowledge discovery, biosignal analysis and psychophysiology in an educational way, using techniques that are simple enough to be understood by children of different ages. Nonetheless, this setting will also allow us to build a significant data corpus, annotated with ground-truth information, and collected with non-intrusive sensors, enabling more advanced research on the topic. Experimental results have shown interesting findings and provided useful guidelines for future work. Pattern Recognition