Sökresultat:
560 Uppsatser om Narrative imagination - Sida 10 av 38
Att stå och stampa ? eller få flyt: Tre universitetsbibliotekariers berättelser om framtiden
The main purpose of this Master?s thesis is to explore university librarians? thoughts about the future. The analytical focus is thus on the librarians? representations of the future. The theoretical framework used is narrative theory with a social constructionist viewpoint.
Läsa spel. En analys av Alice-böckernas adaptation till spelformatet
The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.
Den gode, den onde, den fulle : En narrativ analys av journalister på vita duken
This study highlights the stereotypical depictions of journalists in film using a narrative analysis of four major Hollywood productions, starting with All the President?s Men from 1976 through The Girl with the Dragon Tattoo from 2011. Its purpose is to highlight traits given to journalists in the movies and re-occuring themes in the portrayal of the media and the journalistic occupation. Differences and commonalities between the films are concluded in a discussion of ethics, personalities and the media?s self image.
Det skräckfyllda samtalet : En tematisk och narratologisk studie av Damien Echols självbiografi Life After Death och Stephen Kings roman 'Salem's Lot
This paper investigates narrative and thematic structures in Damien Echols? autobiography Life After Death (2012) and Stephen King?s horror novel ?Salem?s Lot (1975). In Life After Death Echols tells the tale of his eighteen-year incarceration on Death Row in Arkansas/USA. He also uses his childhood memories to overcome hardships in the prison system. ?Salem?s Lot by Stephen King deals with the invasion of vampires in a small town in rural Maine in the North East corner of the United States. The author of this study discusses if and how Damien Echols was inspired in his writing by the writings of Stephen King.
Junilistan i europaparlamentsvalet 2004 : Ett mediedrama i tre akter
AbstractTitle: The Junilistan in the elections of the European Parliament in 2004 A media drama in three actsNumber of pages: 42Author: Kristiina RuutiTutor: Amelie HössjerCourse: Media and Communication Studies CUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityDate of submission: 2007-01-13, autumn term of 2006Purpose/Aim:The purpose of the essay is to examine the media coverage of the Swedish Junilistan in the elections of the European Parliament in Sweden 2004. My hypothesis is that the media coverage of the political party Junilistan was a media drama with elements of classical dramaturge.Material/Method:Qualitative content analyses of four Swedish newspapers from a narratological perspective.Main results:The media coverage of the political party Junilistan was a media drama with elements of classical dramaturge. The coverage became a drama with three acts. Diverse actors with different projects could be identified from the articles.Keywords:Narrative, election journalism, classic drama, mediadrama, actant, European parliament.
Den permanenta krisen : En narrativ studie om orsakerna till det första kriget mellan Ryssland och Tjetjenien
The aim of this study is to increase the understanding of the causes of the first war between Russia and Chechnya. Empirical data consists of four half-structured interviews with former Russian and Chechen war participants that tell about their perspective of the causes of the war between Russia and Chechnya. The study used narrative method and the theoretical framework consists of International Relations theories such as Realism, Geopolitics, Liberalism and Marxism. Geopolitics sees the geostrategic interest, territory as a cause of war. According to realism warfare occurs because of the state?s endeavor after power and influence in term of territory.
"Det är svårt det där med sanning? : En studie av text/bildrelationen i Sven Nordqvists verk När Findus var liten och försvann & Var är min syster?
The aim of the study is to investigate the relationship between text and picture in two works by Sven Nordqvist, with the focus on how the action is propelled. The two works are compared in order to bring out any differences in the relationship and what significance this can have for the interpretation. The study also considers the theory of conceptual worlds to examine how the books can promote pupils? literary understanding. The method of analysis is based on Rhedin?s (2001) theoretical concepts and elements of Nikolajeva?s (2000) terminology.
Konsten att svälja sin läsare : En analys av August Strindbergs roman En dåres försvarstal
This essay analyses the act of reading August Strindberg?s novel En dåres försvarstal (A Madman?s defence). It reveals the writer?s motif and purpose with the text and it shows how a certain interpretation of the text is crucial for the writer?s intentions to become reality. But it also shows how this interpretation is threaten by several, both intertextual and extratextual, thematically and structural, factors.
The Sims : En studie om skapandet av karaktärer ur ett genusperspektiv
Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details..
Skulle du spela vidare? : En analys av narrativ och spelmekanik i episodiska spel
Episodic gaming is a relatively new phenomenon, that hasn?t been as extensively explored as other areas in game research. In this paper we research how episodic narratives and gameplay engage players compared to regular continuous storytelling. By exploring this we get a better understanding of how to design games that captivate players to the point of them wanting to play the next episode. A user study is conducted where ten players play two episodes each of an episodic game. We apply observations and interviews to capture a large amount of empirical data.
Interactivation design : places for social imagination and conversation in Lindängelund
This master project in landscape architecture is named Interactivation Design - places for social imagination and conversation in Lindängelund. There are two main purposes of this thesis the first being to bring forth a study of interactivity implemented in the subject of landscape architecture. The second purpose of this thesis is to present a proposal to design a confluent landscape weaving together the upcoming botanical garden of Lindängelund and the residential area of Almvik, both situated in southern Malmö, Sweden, and also weaves people and their experiences together. This project may be described as investigative and experimentative reaserch by design.The first part of this project, Interactivation, is consisting of a theoretical report which discusses different ways of approaching when, how and why we interact in public space. Literature studies in for example space, placemaking, social life, people, participation and Japanese emptiness concepts has been undertaken to gain knowledge in the aim to create interactive landscape design.The second part, Context and Design Proposal, introduces the project context area of Southern Fosie in Malmö which consists of different kinds of residential areas, people of different nationalities and a large building site for a botanical garden and recreational area.
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.
Naturen och trädgårdens betydelse för återhämtning vid utmattningssyndrom - kvinnors berättelser :
Nature and garden have always had meaning in human's life and succesfully seen as having health giving effects. Health is a state of equilibrium between physical, psychological, social and spiritual well-being. The individual's health is depending of how the society looks and how the individual manages to live her life in it. Stress is one of our time's large public health problems and leads in some cases to burned out syndrome. Stay in nature gives recovery according to theories of environmental psychology.
3D-visualisering av robotsimulering
Visualization is a rapidly growing area of computer graphics. Due to the very progressive development of computer technology and especially 3D-graphic boards yesterdays imagination of visualizations, today is a reality. At Saab Bofors Dynamics in Linköping missile systems are developed. Through the development, different subsystems are simulated before the manufacturing starts. The results of these simulations have to be visualized to get a meaning.
Svensken i fält : Svenskhet och soldatideal i dokumentära skildringar av den svenska insatsen i Afghanistan
The purpose of this thesis is to study how swedishness is constructed and narrated in two Swedish documentary series that picture the Swedish participation in the international ISAF mission in Afghanistan. The main focus lies on how the Swedish soldier as such is portrayed, on which values, characteristics and qualities that they are said to embody and how these are linked to notions of swedishness, particularly the strong historical narrative, formed during the second half of the twentieth century, that defines Sweden as a peaceful, neutral and humanitarian state, with peaceful, enlightened and democratically minded citizens. Theoretically it draws on the concept of metanarrative to explain how ideas of shared national origin translates in to a broad organizing discourse, that defines, interprets and communicates notions of what it means to be a Swede and what is needed to make claims on swedishness. Another concept, that of national bodyscape, is also used to further define and explain how ideas of nationality are embodied and take the form of specific characteristics and personal qualities. The meaning-making in these two series makes use of the above mentioned definition of swedishness as defined by humanitarian concerns, democratic ideals and moral superiority to construct an image of the Swedish soldiers as on the one hand soft, humanitarians, who are needed in Afghanistan because of their especially strong sense of justice and moral, and, on the other, as tough soldiers, who are able to participate in every aspect of the war as fighters.