Transmedia Storytelling

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Mentado Sephora - One of the best experts on this subject based on the ideXlab platform.

  • Application of digital Transmedia Storytelling for the small town art museum : Richmond Art Museum.
    2020
    Co-Authors: Mentado Sephora
    Abstract:

    This creative project demonstrates how the use of digital Transmedia Storytelling can be applied to communicate the story of and promote the services of a small sized traditional art museum in Richmond, Indiana— and potentially other similar museums. The creative project featured three digital media products in order to achieve this. A 15 minute documentary, an interactive website, and a small scale social media campaign. With these products, it was clear that a digital Transmedia Storytelling approach can be used to promote and educate on the services of a small sized museum. More research on engagment of the project and a larger social media campaign would provide greater insight on the effectiveness of a digital Transmedia Storytelling campaign for a small scale museum or any other similar type of facility.Department of TelecommunicationsThesis (M.A.

  • Application of digital Transmedia Storytelling for the small town art museum : Richmond Art Museum.
    2020
    Co-Authors: Mentado Sephora
    Abstract:

    This is a 6 hour creative project.This creative project demonstrates how the use of digital Transmedia Storytelling can be applied to communicate the story of and promote the services of a small sized traditional art museum in Richmond, Indiana— and potentially other similar museums. The creative project featured three digital media products in order to achieve this. A 15 minute documentary, an interactive website, and a small scale social media campaign. With these products, it was clear that a digital Transmedia Storytelling approach can be used to promote and educate on the services of a small sized museum. More research on engagment of the project and a larger social media campaign would provide greater insight on the effectiveness of a digital Transmedia Storytelling campaign for a small scale museum or any other similar type of facility.Thesis (M.A.

Huertas-martín Víctor - One of the best experts on this subject based on the ideXlab platform.

  • Off-Modern Hybridity in TV Theatre: Theatrical, Cinematic and Media Temporalities in Rupert Goold’s Macbeth (BBC - Illuminations Media, 2010)
    'Led Edizioni Universitarie', 2021
    Co-Authors: Huertas-martín Víctor
    Abstract:

    Rupert Goold’s screen production of Macbeth – firstly, staged in 2007 and, later, filmed in 2010 – has been studied as an example of the stage-to-screen hybrid corpus of Shakespearean audio-visual adaptations. Thus, much of the critical emphasis on the production has been placed on its filmic qualities. Particularly, the genre film conventions deployed across the film has summoned the attention of Shakespeare on screen scholars and it has been the creators’ intentions to precisely point at Goold’s filmic intertextual repertoire. Given the recent increasing attention to the multiple media and languages employed in stage-to-screen hybrid Shakespearean adaptations and other exchanges between the languages of the stage and film to rework Shakespearean and theatrical productions, it is instructive to observe the ways in which adaptations such as this one engage with larger processes of Transmedia Storytelling, not only paying attention to theatrical and filmic languages but to the Transmedia strategies these TV theatrical films make use of. Importantly, it is instructive to look into the narrative and philosophical purposes served by Transmedia Storytelling as the multiple media and languages used in the film display a range of temporalities and film genres associated to them that allow us to expand the interpretive range of Shakespeare’s source text. Following this premise, this essay examines Goold’s Macbeth as a nostalgia narrative in which Transmedia strategies serve to display a range of media-based narrative strands that expand the film’s range of possible interpretations. To prove this, I will insert Goold’s film in the larger process of Transmedia Storytelling encompassing the performance history of Macbeth. Additionally, I will identify narrative strands in Goold’s televisual, theatrical, musical, poetic and computer-based sources. The results will show that Macbeth – and, by extension, potentially this applies to TV theatrical adaptations of Shakespeare’s plays – constitutes a strand of the larger corpus of Transmedia Storytelling wrapping up the Scottish play’s performance history as well as Shakespeare’s overall performance history

  • Off-Modern Hybridity in TV Theatre. Theatrical, Cinematic and Media Temporalities in Rupert Goold's Macbeth (BBC/Illuminations Media, 2010)
    'Led Edizioni Universitarie', 2021
    Co-Authors: Huertas-martín Víctor
    Abstract:

    Rupert Goold's screen production of Macbeth - firstly, staged in 2007 and, later, filmed in 2010 - has been studied as an example of the stage-to-screen hybrid corpus of Shakespearean audio-visual adaptations. Thus, much of the critical emphasis on the production has been placed on its filmic qualities. Particularly, the genre film conventions deployed across the film has summoned the attention of Shakespeare on screen scholars and it has been the creators' intentions to precisely point at Goold's filmic intertextual repertoire. Given the recent increasing attention to the multiple media and languages employed in stage-to-screen hybrid Shakespearean adaptations and other exchanges between the languages of the stage and film to rework Shakespearean and theatrical productions, it is instructive to observe the ways in which adaptations such as this one engage with larger processes of Transmedia Storytelling, not only paying attention to theatrical and filmic languages but to the Transmedia strategies these TV theatrical films make use of. Importantly, it is instructive to look into the narrative and philosophical purposes served by Transmedia Storytelling as the multiple media and languages used in the film display a range of temporalities and film genres associated to them that allow us to expand the interpretive range of Shakespeare's source text. Following this premise, this essay examines Goold's Macbeth as a nostalgia narrative in which Transmedia strategies serve to display a range of media-based narrative strands that expand the film's range of possible interpretations. To prove this, I will insert Goold's film in the larger process of Transmedia Storytelling encompassing the performance history of Macbeth. Additionally, I will identify narrative strands in Goold's televisual, theatrical, musical, poetic and computerbased sources. The results will show that Macbeth - and, by extension, potentially this applies to TV theatrical adaptations of Shakespeare's plays - constitutes a strand of the larger corpus of Transmedia Storytelling wrapping up the Scottish play's performance history as well as Shakespeare's overall performance histor

Tatsuo Nakajima - One of the best experts on this subject based on the ideXlab platform.

  • incorporating fictionality into the real world with Transmedia Storytelling
    International Conference of Design User Experience and Usability, 2015
    Co-Authors: Mizuki Sakamoto, Tatsuo Nakajima
    Abstract:

    Ubiquitous computing technologies now offer attractive possibilities to embed fictionality in the real world. This opens a new arena to navigate human behavior. Virtual forms representing fictionality and incorporated into our daily artifacts and media will become an infrastructure for navigating human behavior through the incorporated fictionality. In this paper, we describe two topics towards the realization of such a goal. The first topic presents that Transmedia Storytelling is a promising technique to incorporate fictionality into the real world. The second topic shows that the value-based analysis framework is a promising tool to analyze a sense of reality on the fictionality embedded into the real world and the reality is essential to make human behavior navigation successful. We present two case studies to demonstrate the effectiveness of our approach.

  • augmenting remote trading card play with virtual characters used in animation and game stories towards persuasive and ambient Transmedia Storytelling
    Advances in Computer-Human Interaction, 2013
    Co-Authors: Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima
    Abstract:

    Using well-known virtual characters is a promising approach to enhance information services, since such characters provoke people's empathetic feelings easily, and it is also easy for people to recall the leitmotif of the character's fictional stories. In Japan, recently, it has become a popular culture to use famous virtual characters of animations and games in various services, and this has even become ! main business activity for some companies. In the real world, our daily life consists of various social activities, and virtual characters offer the possibility to enhance these activities. For example, our current social activities might be gamified by replacing unknown people with our favorite virtual characters or might be augmented by the characters' stories. In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. We show our observations about the way players use the system, realizing the game, and what their feelings and impressions about the game are. We believe the obtained results would be useful to consider how to use empathetic virtual characters and the fictional story that the characters are used in, in the real world activities for future information services. We also discuss how our approach can be extended to design a new type of Transmedia Storytelling by considering Augmented Trading Card Game as one form of Transmedia Storytelling.

Mizuki Sakamoto - One of the best experts on this subject based on the ideXlab platform.

  • incorporating fictionality into the real world with Transmedia Storytelling
    International Conference of Design User Experience and Usability, 2015
    Co-Authors: Mizuki Sakamoto, Tatsuo Nakajima
    Abstract:

    Ubiquitous computing technologies now offer attractive possibilities to embed fictionality in the real world. This opens a new arena to navigate human behavior. Virtual forms representing fictionality and incorporated into our daily artifacts and media will become an infrastructure for navigating human behavior through the incorporated fictionality. In this paper, we describe two topics towards the realization of such a goal. The first topic presents that Transmedia Storytelling is a promising technique to incorporate fictionality into the real world. The second topic shows that the value-based analysis framework is a promising tool to analyze a sense of reality on the fictionality embedded into the real world and the reality is essential to make human behavior navigation successful. We present two case studies to demonstrate the effectiveness of our approach.

  • augmenting remote trading card play with virtual characters used in animation and game stories towards persuasive and ambient Transmedia Storytelling
    Advances in Computer-Human Interaction, 2013
    Co-Authors: Mizuki Sakamoto, Todorka Alexandrova, Tatsuo Nakajima
    Abstract:

    Using well-known virtual characters is a promising approach to enhance information services, since such characters provoke people's empathetic feelings easily, and it is also easy for people to recall the leitmotif of the character's fictional stories. In Japan, recently, it has become a popular culture to use famous virtual characters of animations and games in various services, and this has even become ! main business activity for some companies. In the real world, our daily life consists of various social activities, and virtual characters offer the possibility to enhance these activities. For example, our current social activities might be gamified by replacing unknown people with our favorite virtual characters or might be augmented by the characters' stories. In this paper, we present Augmented Trading Card Game that enhances remote trading card game play with virtual characters used in the fictional stories of popular animations and games. We show our observations about the way players use the system, realizing the game, and what their feelings and impressions about the game are. We believe the obtained results would be useful to consider how to use empathetic virtual characters and the fictional story that the characters are used in, in the real world activities for future information services. We also discuss how our approach can be extended to design a new type of Transmedia Storytelling by considering Augmented Trading Card Game as one form of Transmedia Storytelling.

Matthew Freeman - One of the best experts on this subject based on the ideXlab platform.

  • up up and across superman the second world war and the historical development of Transmedia Storytelling
    Historical Journal of Film Radio and Television, 2015
    Co-Authors: Matthew Freeman
    Abstract:

    Re-contextualising the industrial evolution of Transmedia Storytelling—itself typically branded a product of contemporary media convergence—this article examines the industrial role of Transmedia Storytelling during a period of Classical Hollywood. Exploring the roles of licensing, corporate authorship and cross-industrial relations amidst the cultural context of the Second World War, the article draws on Superman and the expansions of the character’s storyworld across multiple media during the 1940s and 1950s to assess how the media of comics, radio, cinema and television can be recognised during this period as convergent industry platforms where Transmedia narratives unfolded.

  • Transmedia archaeology Storytelling in the borderlines of science fiction comics and pulp magazines
    2014
    Co-Authors: Carlos Alberto Scolari, Paolo Bertetti, Matthew Freeman
    Abstract:

    Throughout the world, people now engage with stories across multiple media, following the adventures of Doctor Who from television to the Web, exploring the Batman universe across cinema, television, comics, and more. This may seem recent, but Transmedia Storytelling is not a new phenomenon. History is filled with popular fiction, whose stories extend across different media as yesteryear's fan communities also participated in the act of expanding fictional worlds. In Transmedia Archaeology, Carlos A. Scolari, Paolo Bertetti and Matthew Freeman examine manifestations of Transmedia Storytelling not only in different historical periods but also in different countries, spanning the UK, the US and Argentina. They take us into the worlds of Conan the Barbarian, Superman and El Eternauta, and explore Transmedia Storytelling as part of 20th century mass culture, fandom, narrative practices, genres, and even political activism, giving us an introduction to the archaeology of Transmedia.

  • advertising the yellow brick road historicising the industrial emergence of Transmedia Storytelling
    2014
    Co-Authors: Matthew Freeman
    Abstract:

    Tracing the industrial emergence of Transmedia Storytelling—typically branded a product of contemporary media convergence—this article provides a historicized intervention on the configuration of Transmedia Storytelling in U.S. culture at the turn of the 20th century. I draw on L. Frank Baum’s Land of Oz storyworld and its multiple texts and promotional tie-ins as a case study for revealing how the industrial rise of Transmedia Storytelling can be recontextualized as a cultural product of early-20th-century modern advertising. The article maps the ways in which Baum engineered Oz stories Transmedially at this time according to broader slippages between content and promotion across platforms.