story character
Recently Published Documents


TOTAL DOCUMENTS

29
(FIVE YEARS 10)

H-INDEX

6
(FIVE YEARS 0)

2021 ◽  
Author(s):  
◽  
Iuliia Khrypko

<p>The audience enjoys stories more if they present suspense. This is true for both non-interactive and interactive narratives. However, in interactive stories, for example in the context of a video game, suspense perception can be influenced by two factors: the audience’s choice and repeated exposition to the same story episode presenting suspense. Currently, there has been little research done on the audience’s emotional response to interactive narrative and the purpose of this thesis is to contribute to this area. The dissertation addresses nine research questions: (1) “How does a level of suspense change with repeated encounters?” (2) “How do choices offered to the audience influence their suspense perception?” (3) “Is the level of suspense reported from a distant observer perspective comparable to the degree of suspense experienced by the audience member immersed in the story and considering himself as a story character?" (4) Does a degree of suspense depend on the perspective from which the story is perceived (story character or external observer)? 5) “Does more suspense necessarily lead to the greater story enjoyment in interactive narratives?” (6) “How can one keep suspense high with repeated encounters in the interactive narratives?” (7) “Does greater uncertainty about the story outcome result in the greater degree of suspense?" (8) “Do male and female members of the audience perceive suspense differently in interactive stories?” (9) “Do the age and gaming experience of audience correlate with the degree of suspense they experience in interactive narratives?”   In order to answer these questions, the dissertation employed two approaches – theoretical analysis and empirical study. The theoretical part of the thesis addressed the questions of the role of suspense in interactive narrative, the process of the audience’s involvement in the interactive narrative and its possible impact on suspense perception, as well as how the degree of suspense perceived in the story can be influenced by the interactive mode of the story through manipulating the choice.   For the empirical research, quantitative methodology has been employed and one hundred and forty two participants took part in three experiments where they were asked to read and re-read non-interactive and interactive versions of a story created on the base of James Bond novels. The core data was collected from self-reports and surveys that the participants were asked to complete during and after experiments. Additional data came from the participants’ comments on their experience during the experiments.  This thesis makes two main contributions to the study of interactive narrative and narrative-based video games. First, it empirically proves that choice does not reduce the level of perceived suspense in the interactive story as it has been argued by some scholars (i.e. Frome & Smuts, 2004). . Second, the results of the research suggest that by manipulating the choice offered to the audience it is possible to keep the level of suspense higher with repeated encounters. In addition, some other findings obtained from the experiments present factors that may influence suspense perception in interactive narrative such as the gender of the audience members, their gaming experience, and level of immersion in the story.</p>


2021 ◽  
Author(s):  
◽  
Iuliia Khrypko

<p>The audience enjoys stories more if they present suspense. This is true for both non-interactive and interactive narratives. However, in interactive stories, for example in the context of a video game, suspense perception can be influenced by two factors: the audience’s choice and repeated exposition to the same story episode presenting suspense. Currently, there has been little research done on the audience’s emotional response to interactive narrative and the purpose of this thesis is to contribute to this area. The dissertation addresses nine research questions: (1) “How does a level of suspense change with repeated encounters?” (2) “How do choices offered to the audience influence their suspense perception?” (3) “Is the level of suspense reported from a distant observer perspective comparable to the degree of suspense experienced by the audience member immersed in the story and considering himself as a story character?" (4) Does a degree of suspense depend on the perspective from which the story is perceived (story character or external observer)? 5) “Does more suspense necessarily lead to the greater story enjoyment in interactive narratives?” (6) “How can one keep suspense high with repeated encounters in the interactive narratives?” (7) “Does greater uncertainty about the story outcome result in the greater degree of suspense?" (8) “Do male and female members of the audience perceive suspense differently in interactive stories?” (9) “Do the age and gaming experience of audience correlate with the degree of suspense they experience in interactive narratives?”   In order to answer these questions, the dissertation employed two approaches – theoretical analysis and empirical study. The theoretical part of the thesis addressed the questions of the role of suspense in interactive narrative, the process of the audience’s involvement in the interactive narrative and its possible impact on suspense perception, as well as how the degree of suspense perceived in the story can be influenced by the interactive mode of the story through manipulating the choice.   For the empirical research, quantitative methodology has been employed and one hundred and forty two participants took part in three experiments where they were asked to read and re-read non-interactive and interactive versions of a story created on the base of James Bond novels. The core data was collected from self-reports and surveys that the participants were asked to complete during and after experiments. Additional data came from the participants’ comments on their experience during the experiments.  This thesis makes two main contributions to the study of interactive narrative and narrative-based video games. First, it empirically proves that choice does not reduce the level of perceived suspense in the interactive story as it has been argued by some scholars (i.e. Frome & Smuts, 2004). . Second, the results of the research suggest that by manipulating the choice offered to the audience it is possible to keep the level of suspense higher with repeated encounters. In addition, some other findings obtained from the experiments present factors that may influence suspense perception in interactive narrative such as the gender of the audience members, their gaming experience, and level of immersion in the story.</p>


2021 ◽  
Vol 5 (1) ◽  
pp. 71
Author(s):  
Hasprita Restiamangastuti Boru Mangunsong ◽  
Djuli Djatiprambudi

Since long time ago, people of the archipelago have interacted with various foreign nations and it led to the integration of local cultures and migrant cultures and resulting some new cultures. One of them is Potehi Puppet, a puppetry originated from China then developed in Java. The purpose of this study is to find out and describe a face proportion of female character of Potehi Puppet in Gudo, Jombang. The method that  used is quantitative research by measuring some female characters of Potehi Puppet using Golden Proportion theory and calculate the mean of the measuring result also interview to the chairman, Toni and puppeteer of Hok Ho An (Potehi group in Gudo), Sonny and direct observation. Golden Proportion theory is not used to judge but used as tool to find out the mean of face proportion measuring. The result showed that there is an acculturation between Chinese and Javanese culture in visual, language, story, character and their characteristics and the artists behind Potehi Puppet. Potehi Puppet characters are distinguished majority by symbols on their clothes and accessories especially female characters. Some characteristics of female Potehi Puppet that Toni’s engravers made which quite different with female Potehi Puppet that made in China. It shows that artists background (Javanese) influences their Potehi Puppet work.


Journalism ◽  
2021 ◽  
pp. 146488492199406
Author(s):  
Kobie van Krieken

This study analyzes citizen representations in a corpus of 300 Dutch newspaper narratives published between 1860 and 2009. Results show that citizen perspectives are more frequently represented than authority perspectives, although the perspectives of authorities have become somewhat more frequent over time. In-depth analyses of the citizen perspectives show that citizens may fulfil multiple roles in the crime narratives, leading up to a functional typology of citizens as (1) story characters experiencing the news events, (2) news sources providing inside information about the events, and (3) vox pops expressing opinions and evaluations of the events. The variety of citizen perspectives included in crime news narratives and the multitude of roles they fulfill may help audience members to become informed as well as engaged and to explore their personal emotions, which may ultimately reinforce moral, cultural and societal values.


2021 ◽  
pp. 1-22
Author(s):  
Helen M. Lillie ◽  
Manusheela Pokharel ◽  
Kevin K. John ◽  
Katheryn R. Christy ◽  
Sean Upshaw ◽  
...  
Keyword(s):  

2020 ◽  
Vol 15 (5) ◽  
pp. 44-52
Author(s):  
Molkova Evgeniya B. ◽  

The article deals with aesthetic and stylistic particularities of the works by A. Robbe-Grillet and N. Sarraute, two famous writers and theorists of the “Nouveau Roman”. This literary movement continues to provoke debates about its interpretation and definitive assessment among foreign and national scientists, indicating the timeliness of the work. The research is based on their criticism and fiction published in the late 1950s – early 1960s. Analysing the literary context and the aesthetic views of the writers allows us to explain causes of their disagreements, to discover similarities and differences between their creative methods. Interpreting the works in the light of the image of labyrinth gives the opportunity to outline the main features of the poetics of Robbe-Grillet and Sarraute from a new angle. The use of metaphor is one of the characteristics that unites the literary practice of these authors. The concept of labyrinth has a number of philosophical and cultural senses, and its consideration is fruitful in order to study the individuality of the “nouveaux romanciers” literary world. The meaning of the image of labyrinth in the texts of “Dans le labyrinthe” and “Le Planétarium” is treated with comparative and hermeneutic methods, definitive and contextual analysis. The labyrinth defines the logic of creating the whole novel of Robbe-Grillet; it is involved in the description of interior and the image-bearing structure of Sarraute’s work. In addition, the metaphor is the basis of the stylistic manner of both authors, in spite of its different functioning in the considered works. As opposed to rudimentary and stereotypical story and characters, the metaphor in their texts serves to represent psychic activities of any person. Interpreting subconscious processes becomes the central content of the French writers’ works. The “nouveaux romanciers” assign to a reader a significant role in expounding their texts, that triggers self-knowledge, as well as philosophical reflections. The study may be of interest for experts in philology, science of culture and philosophy. Keywords: “Nouveau Roman”, metaphor, subconscious, image, interpretation, story, character


Author(s):  
Gabriel Bazimaziki

Literature is a dual discipline as it deals with human beings and their environment at monist and dualist levels. Duality in literature in this respect arouses considerable interest here. It is explored in West African writings with a particular focus on Achebe’s A Man of the People and Soyinka’s The Lion and the Jewel. Both authors’ use of duality for each is examined by attempting to measure the two literary works’ main characters and the leading themes. Achebe’s Chief Nanga and his antagonist, Odili, are compared to Soyinka’s Baroka and his rival Lakunle.  Sidi the center of the conflict in Soyinka’s play is measured to Achebe’s Edna. Both writers’ works are examined under the plane of the conflict of generations. The two literary works exhibit the themes of tradition versus modernity depicted through their characters. The analysis revealed that a character in one genre may be different from or similar to another’s story character from a similar or different setting.


2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Yudi Amboro ◽  
Adityayoga Adityayoga

Animation is one of the flagship products of creative industry which grow rapidly, under Bekraf (Indonesian Creative Economy Board) film, animation, and video sub sector. The high quantity of animation production in Indonesia can be shown through several animation projects which currently still in production stage or already circulated, whether in the form of serialization for TV or in the form of movie on silver screen. Therefore, the study of animation made in Indonesia nowadays is needed more than before. As an art form, animation is also a media that can be deconstructed for each of its aspect, historically, socially, theoretically, and critically. Animation in its visual form is using various element and technique that common in visual media design. This technique historically can be look down to past media that already used before the advent of animation. One of the important visual elements of animation film is visual character element. Visual character is an embodiment of characterization from the scenario. The embodiment done through the design of visual character that made to facilitate the movement in order to make audience understand the story. Character design and its movement in animation through the detail planning must be able to show its personality. In order to show it, the designer uses various technique and methods such as: acting and expression which achieved through character visualization of gesture, movement, voice and other form of body language. Many form of that character visual expression not only used for delivering the story but also to convey meaning to audience. One of the popular genres of animation made in Indonesia is a fairytale (dongeng) animation. Fairytale animation derives its story from folklore (cerita rakyat) of Indonesia. Though it is a misconception the folklore is considered as children friendly story therefore deemed appropriate to be used as animation story for children. One of the popular folklore or fairytale stories that often adapted for animation is Timun Mas story. This animation character gesture study hopefully can be considered as the way to enriching the study of animation as media in Indonesia and in the end can be use to further study of methods and process of character design in animation.


2020 ◽  
Vol 12 (1) ◽  
pp. 23-34
Author(s):  
Siti Musyarofah

Some people who appreciate literature still discuss about the real of each terms which often appear in literary works especially in narrative fiction, such as plot, story, character, characterization, and conflict. Eventhough, there are some people who appreciate literature who are not able to differentiate those terms. That is why, the purpose of this article is to explain the position of literary works in fiction, especially narrative fiction. Because of characteristic of fiction include all the aspects of story so in this article explain about story, plot, and conflict. Story as an even which followed by other even, then followed by another even, and so on, while plot as even series which is composed by cause and effect. Meanwhile, conflict is created by the interaction of each character. Without interaction, a conflict could not be created. So that is why, a conflict as a part of integral that should be stated in. Good or bad o a conflict depend on the criteria of conflict itself.


Satya Widya ◽  
2019 ◽  
Vol 35 (2) ◽  
pp. 98-111
Author(s):  
Ashiong Parhehean Munthe ◽  
Dellya Halim

The picture-story book that emphasize character values in accordance with the vision and mission of Santa Theresia Jakarta Kindergarten is very urgent to develop, because at school, character education books are not available with the value of servite et amate. This was revealed by a teacher through an interview. Based on observations, it was also found that there was indeed no character education book that was in accordance with the school's vision and mission. Character education or moral education in the present context, really needs to be taught and developed, so that children's morals can be formed early. Picture-story book is a book in which there are stories, characters, grooves, backgrounds, themes that are expressed in the form of writings and images that become one unit. Through reading books, it is easier for children to understand the contents and practical examples to apply the character values that they want to teach. This study uses descriptive qualitative methods. The qualitative descriptive is an attempt to explain facts, data, or objects qualitatively in the form of language or discourse by interpreting them appropriately and systematically. Data collection techniques used were interview and observations. This research was conducted at the Santa Theresia Jakarta Kindergarten. The results of the study indicated that picture-story books that were in accordance with the values of servite et amate needed to be created and developed, in order to help children in early childhood easily understood examples of character actions that must be performed. Therefore, schools need to facilitate and fully support, so that kindergarten teachers are given space and opportunities to develop pictorial story books. The content of the story, character, plot, language, selection of diction, choosing the color of the image must be relevant for early childhood.


Sign in / Sign up

Export Citation Format

Share Document