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948 Uppsatser om Narrative images - Sida 2 av 64
Media, en ignorerad länk i den strategiska berättelsen : En kvantitativ studie över medias projektion av det svenska Afghanistannarrativet
The Afghan war post 9/11 has become the source of multiple case studies. Recent studies suggest that variations in domestic support for deployment of troops in Afghanistan can be explained by means of the strategic narratives provided by the policymakers of the contributing state; a strong consistent narrative increases public support. Scholars recognize a Swedish catch-all narrative, which suggests weakens the narrative, thus raising the uncertainty among the public. This thesis investigates the projection of Swedish strategic narrative through elite Swedish newspapers. The content analysis reveals an inconsistency between the policymaker?s formation of the strategic narrative and the narrative projected by individual newspapers.
Images i Balans : revisionsprofessionens images och dess attraktivitet
Revisionsprofessionen images a?r sedan la?nge ett omdiskuterat fenomen. Genom denna studie o?nskades det att kartla?gga hur images pa?verkar uppfattningar om professionen och dennes attraktivitet. Syftet med studien var att underso?ka revisionsprofessionens images samt hur dessa images pa?verkar nya intra?dandes uppfattningar om professionen.
Spel som ett berättande medium : Att kartlägga narrativets utveckling inom Tv-spel
This essay is about the use of narrative in video games, and the discussion surrounding it. For years ludologists (game researchers) and narratologists (narrativity researchers) have been arguing about how to analyze narrativity in games. While ludologists have chosen to see games as a product by itself, and therefore something to be analyzed separately, narratologists instead see games as a narrative medium alongside film, theater and books. This essay starts by taking a look at the arguments from both sides, and then introduces three questions regarding narrative in games, and how this phenomenon has changed over the past 13 years. To answer these questions, five case studies are carried out, analyzing games with the help of a new framework built on narrative theory.
Charlie och Sara : Narration, heteronormativitet och lesbiskhet i Margareta Subers Charlie
This essay explores the novel Charlie by Margareta Suber (1932) through lesbian narrative theory. The result is a revealing on how the lesbian main character can be established as a lesbian subject against the male and heterosexual narrative; how she escapes a simple male positioning in the narrative, how she subverts categorisation, how she parttakes in female bonding, and how she disturbs heteronormativity..
Känslan i bilden : Sociala taggars användbarhet vid bildsökning i Flickr
Image indexing research today is either conducted on a visual attribute level or on a higher semantic level, forming a semantic gap between the two. There is much to gain if research progress from the two fields is combined. Image retrieval using access points in both visual and semantic significations could improve retrieval and bridge the gap. In social media today, images are often the primary communication agent and the number of images on the web is increasing in an uncontrolled way. New and efficient ways to index and retrieve the images are needed.The purpose of this study is to examine if emotions could be a semantic access point for image retrieval and if folksonomy indexing is useful when searching for images that represent emotions.
Förtätning av film till stillbild
During this project a photographer and an illustrator have explored if a single image can communicate a bigger whole, in this case a movie. By analysing five motion pictures with visual communication theories, semiotics and colour symbolism as tools, ten images was created. These images do not only consist of symbols, but also communicate the overall feeling and colour scheme of the movie.These images have been tested in interviews with six individuals, who, except for one, work with visual communication of some kind. They have studied the communication skills of the images from their own experiences.The result of the interviews showed that all images could not communicate a movie. One reason for this was that only a few of the test persons had seen two of the selected movies.
Google Bilders användbarhet : Gränssnitt, sökfunktioner och återvinning
This essay explores to what extent the Swedish language version of Google Images meets the usability requirements of average everyday users. Previously published studies on user behaviour and users? interface and search option preferences define the usability requirements, which are matched against Google Images? actual interface and search options. The retrieval method of Google Images is also briefly discussed, and users? opinions about Google Images too, as they come across in the previously published user studies.The findings are that Google Images lack some of the things that users ask for, but it still seems to be the most used image search engine among average internet users and more appreciated than other search engines.
Att berätta en relation. En etisk läsning av Emilia Fogelklous "Arnold"
The subject of this dissertation is the autobiographical novel Arnold by the Swedish writer Emilia Fogelklou (1878-1972). By combining Gérard Genette?s narratology and Andrew Gibson?s narrative ethics this study seeks to examine through what means the relationship is being told and with what ethical consequences different strategies are used to tell one?s experiences from life. The narrative analysis focuses on how the narrator is engaged in the narrative, how the bond between narrator and characters can be described, what is known to whom and how, and what is beyond the narrative?s limits.
Illustrerad narrativ
Konsten att berätta historier med bilder och illustrationer är något som har funnits i flera tusen år. Detta kandidatarbete undersöker ämnet illustrerad narrativ och redogör olika aspekter och principer som är avgörande för att man ska kunna förmedla ett budskap med hjälp av illustrationer. Idag förknippas illustrerad narrativ framför allt med serietidningar, bilderböcker och grafiska romaner som berättar en narration i form av en serie av bilder. Under den teoretiska delen av arbetet har jag först gått igenom illustrerat narrativs historia och sedan redovisat principer för det moderna illustrerat narrativet. Jag har också forskat kring bildens kommunikativa värde och samspelet mellan bild och text.
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Illustrerad narrativ
Konsten att berätta historier med bilder och illustrationer är något som har
funnits i flera tusen
år. Detta kandidatarbete undersöker ämnet illustrerad narrativ och redogör
olika aspekter och
principer som är avgörande för att man ska kunna förmedla ett budskap med hjälp
av
illustrationer. Idag förknippas illustrerad narrativ framför allt med
serietidningar, bilderböcker
och grafiska romaner som berättar en narration i form av en serie av bilder.
Under den
teoretiska delen av arbetet har jag först gått igenom illustrerat narrativs
historia och sedan
redovisat principer för det moderna illustrerat narrativet. Jag har också
forskat kring bildens
kommunikativa värde och samspelet mellan bild och text.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment..
Da Vinci, Van Gogh och lite Picasso : Om konstbilder i skolan
Is there an unwritten art canon in Swedish schools? This work is about the art displayed and used in Swedish schools. The study examines whether there is an art canon in Swedish schools, or not. Through my profession, as an art teacher at a secondary school, I have come to take an interest in this issue. When I use art images in my own teaching it often strikes me that many of the pictures I use are the same as the ones my colleagues use.
Hur naturfilm berättas : Narrativa strukturer och verklighetsbeskrivning i naturfilm
In our attempts to understand the world, wildlife films play a significant role. Wildlife films help us to see new places and learn about animals in remote locations, that we otherwise wouldn?t be able to do. Yet wildlife films have throughout history been criticized, mainly for the ambivalent relationship between science and storytelling. While the films give us a scientific impression and say something about the ?reality?, they clearly have the intension to amuse, capture and entertain their audience.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och
interaktion och varför en konvergering mellan dessa hämmar deltagarens
inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete
processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse
hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där
spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en
miljö i Traverser.
This bachelor?s thesis discusses the problem of converging narrative and
interaction and why the convergence between the two tends to arrest the
participants immersion within a game. Through an interactive narrative by
letting the narration take place subtly and nonlinearly, this bachelor?s thesis
reports the process and result of how an interactive narrative could provoke
immersion within the game Traverser, where the actor is urged to explore the
narrative independently in the shape of an environment.