scholarly journals Storytelling as a Polifunctional Instrument of Modern Communication: Linguistic and Stylistic Features

Author(s):  
Olga Pyatetska

The article analyzes media instrument of modern communication, i.e. storytelling, which is widely used for commercial, advertising and corporate purposes to influence recipient's emotions, cognition and motivations. At the same time, storytelling based on real life facts is one of the most effective learning techniques that promotes linguistic competence and enables various communication tasks to be solved. Analysis of storytelling showed that it gained particular relevance due to the principles of submission the information in implicit form, unobtrusively influencing the audience, gaining its trust and loyalty, resulting in the recipients make their own decisions and draw appropriate conclusions. It is established that to reach a high level of influence on the target audience, a story must be true, emotional, relevant and new, contain an idea, a bright character or image, have a dynamic plot, often with a surprise effect, logical conclusion, intrigue till the end and (for electronic versions)be accompanied by quality content. Despite defined algorithms for story-building and typical content structures of its plot, there is a tendency to create storytelling outside the box. The main principle that determines the theme, ideas, specifics of language organization of stories is adaptation to the target audience. Separate analysis of direct-acting storytelling which has recently spread in social networks is given. Its purpose is to draw the reader's attention to current problems, influence the recipient's emotions and behavior with the help of verbal and non-verbal means. An example of such storytelling in Ukraine is the Ukraїner Media Project which helped to represent our country in a new way and realize the dreams of many ordinary citizens. The studying of different stories showed that storytelling uses such linguistic and stylistic means as emotionally coloured vocabulary which is typical for literary, mass media and colloquial functional styles, foreign words, jargon, slang expressions, phraseologisms, metaphors, personifications, rhetoric constructions etc. As for parts of speech, verbs are more frequently used because they intensify and dynamize the narrative.

Sensors ◽  
2019 ◽  
Vol 19 (14) ◽  
pp. 3113 ◽  
Author(s):  
Miguel Ángel Antón ◽  
Joaquín Ordieres-Meré ◽  
Unai Saralegui ◽  
Shengjing Sun

This paper aims to contribute to the field of ambient intelligence from the perspective of real environments, where noise levels in datasets are significant, by showing how machine learning techniques can contribute to the knowledge creation, by promoting software sensors. The created knowledge can be actionable to develop features helping to deal with problems related to minimally labelled datasets. A case study is presented and analysed, looking to infer high-level rules, which can help to anticipate abnormal activities, and potential benefits of the integration of these technologies are discussed in this context. The contribution also aims to analyse the usage of the models for the transfer of knowledge when different sensors with different settings contribute to the noise levels. Finally, based on the authors’ experience, a framework proposal for creating valuable and aggregated knowledge is depicted.


2008 ◽  
pp. 36-98
Author(s):  
Roberto Revetria ◽  
Roberto Mosca

This chapter introduces the basic concepts of distributed simulation applied to real life industrial cases with particular reference to IEEE 1516 High Level Architecture(HLA): one of de facto standards for distributed simulation. Starting from a concise introduction HLA, the chapter proposes a simple hands-on with a complete implementation example of HLA. Successfully achieved the ability to create small federations, the reader is guided by two real life application of distributed simulation: the first is related to a supply chain modeling for the aerospace industry while the second one is focused on logistic platforms modeling. The authors have edited this chapter keeping in mind usual difficulties that can be encountered in real life projects: for such purpose a reference implementation and full code examples are provided in order to ensure a smooth but effective learning curve. The reader will also find suggestions for proper management of HLA-based simulation projects.


2019 ◽  
Vol 6 (2) ◽  
pp. 34-45
Author(s):  
Visnja Djordjic

Summary Although sport can promote moral values and prosocial behavior in youth, numerous research shows that sports engagement alone does not guarantee that outcome. Instead of striving for fair-play and sport excellence which not exclude justness, solidarity and moral integrity, contemporary sport frequently follows the Lombardian ethic, where „winning isn’t everything, it’s the only thing”. Moral pause or bracketed morality, as described in sport, refers to the phenomenon of tolerance and acceptance of aggressive behavior or cheating, that will be morally condemned outside sports arenas. Accordingly, lower levels of moral reasoning and behavior have been identified in athletes and non-athletes in the sports-related situation in comparison to other life situations; in athletes when compared to non-athletes, in more experienced athletes, high-level athletes, team-sport athletes, and male athletes. Moral reasoning and behavior of athletes are influenced by contextual and personal factors, with coaches having a particularly important role to play. The positive influence of sport on the moral development of athletes might be related to pre-service and in-service education of coaches how to develop adequate moral atmosphere, and how to plan for moral decision-making as an integral part of everyday practice.


Author(s):  
Dmitriy Ivashinenko ◽  
Elena Burdelova ◽  
Lyubov Ivashinenko

This article presents the results of a study the purpose of which was research of the factors and patterns of aggression in adolescence. Its results are required to find personas, who need preventive work, and features of the system of preventive measures, depending on the structure of the target audience. In 2016 there were 721 respondents who took part in the study, and 1437 in 2019. The method used in this study is the Buss-Durkee test modified by G. V. Rezapkina (BDHI). Results of the study clearly demonstrate that amongst young people there is a high-level spread of severe irritation, especially among young women. Also, the predominance of such components of aggression as negativity and irritation was noted. According to the results, young women more often get irritated than young men, and on the scale of “negativism”, there is no significant differences. Physical aggression was discovered to be more characteristic for young men.


2021 ◽  
Vol 14 (3) ◽  
pp. 1-21
Author(s):  
Roy Abitbol ◽  
Ilan Shimshoni ◽  
Jonathan Ben-Dov

The task of assembling fragments in a puzzle-like manner into a composite picture plays a significant role in the field of archaeology as it supports researchers in their attempt to reconstruct historic artifacts. In this article, we propose a method for matching and assembling pairs of ancient papyrus fragments containing mostly unknown scriptures. Papyrus paper is manufactured from papyrus plants and therefore portrays typical thread patterns resulting from the plant’s stems. The proposed algorithm is founded on the hypothesis that these thread patterns contain unique local attributes such that nearby fragments show similar patterns reflecting the continuations of the threads. We posit that these patterns can be exploited using image processing and machine learning techniques to identify matching fragments. The algorithm and system which we present support the quick and automated classification of matching pairs of papyrus fragments as well as the geometric alignment of the pairs against each other. The algorithm consists of a series of steps and is based on deep-learning and machine learning methods. The first step is to deconstruct the problem of matching fragments into a smaller problem of finding thread continuation matches in local edge areas (squares) between pairs of fragments. This phase is solved using a convolutional neural network ingesting raw images of the edge areas and producing local matching scores. The result of this stage yields very high recall but low precision. Thus, we utilize these scores in order to conclude about the matching of entire fragments pairs by establishing an elaborate voting mechanism. We enhance this voting with geometric alignment techniques from which we extract additional spatial information. Eventually, we feed all the data collected from these steps into a Random Forest classifier in order to produce a higher order classifier capable of predicting whether a pair of fragments is a match. Our algorithm was trained on a batch of fragments which was excavated from the Dead Sea caves and is dated circa the 1st century BCE. The algorithm shows excellent results on a validation set which is of a similar origin and conditions. We then tried to run the algorithm against a real-life set of fragments for which we have no prior knowledge or labeling of matches. This test batch is considered extremely challenging due to its poor condition and the small size of its fragments. Evidently, numerous researchers have tried seeking matches within this batch with very little success. Our algorithm performance on this batch was sub-optimal, returning a relatively large ratio of false positives. However, the algorithm was quite useful by eliminating 98% of the possible matches thus reducing the amount of work needed for manual inspection. Indeed, experts that reviewed the results have identified some positive matches as potentially true and referred them for further investigation.


2021 ◽  
pp. 102923
Author(s):  
Laura Gragnani ◽  
Serena Lorini ◽  
Silvia Marri ◽  
Caterina Vacchi ◽  
Francesco Madia ◽  
...  

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


2021 ◽  
Vol 12 (3) ◽  
pp. 1330-1336
Author(s):  
Siti Hadijah Che Mat Et.al

There are various factors influencing a student’s academic achievement at any level, either primary, secondary or tertiary. These factors include attitudes, learning techniques, general interest in the subject matter, factors related to teacher, family or friends, previous achievements, teaching and learning environment and facilities, infrastructure, and teaching methods. This article explores factors affecting the achievement of student of a course offered in the economic program of universitiutaramalaysia. For this article, a total of 220 students who registered for macroeconomics course at universitiutaramalaysia were randomly selected to be the study sample. of the 220 responses, only 211 were analysed because some questionnaire forms was returned with incomplete information. these students consist of second, third and fourth year students. The study found that among the items in the lecturer preparation factor which came with high mean scores is the item "lecturer shows dedication in teaching". There is no denying that teaching and learning methods incorporating the latest technology and trends are desirable but the study shows that teaching using longstanding approach like using whiteboards is still preferable among students and gives the highest mean value of 7.44, which is a high level score. In terms of learning techniques, the study found that students are not consistent between the goals to achieve excellence with the appropriate effort taken by them. although they want to achieve high excellence in this subject but their efforts and actions are not inclined to that desire


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