Matching Items (27)

The Storytelling House

Description

This project addresses the high demand of housing units in the Gila River Indian Community and proposes an architectural intervention with the intent of bringing tribal culture into the everyday

This project addresses the high demand of housing units in the Gila River Indian Community and proposes an architectural intervention with the intent of bringing tribal culture into the everyday context of the home. Initially, the existing condition is critiqued from an architectural and cultural lens, and establishes the current realities of the residents. An investigation of the existing condition and the surrounding context determined that the immediate contradiction to the existing house is the storytelling tradition of the Akimel O'odham and Pee Posh tribes. This project accepts and revises the existing condition and attempts to combine it with the fundamental traits of storytelling culture to create a house that encourages storytelling across generations, and serves as a space that allows residents to practice culture in the every day.

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Date Created
  • 2017-05

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Wondering Wanderer: A Collection of Personal Reflections

Description

Wondering Wanderer: A Collection of Personal Reflections is a creative project that captures the lifestyle and nuances of Florence, Italy through photographs paired with nonfiction flash captions. Excerpts from the

Wondering Wanderer: A Collection of Personal Reflections is a creative project that captures the lifestyle and nuances of Florence, Italy through photographs paired with nonfiction flash captions. Excerpts from the novel, The Stones of Florence by Mary McCarthy served as the inspiration for these pieces.

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  • 2018-05

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Digital Storytelling | Unlocking The Key Elements to Effective Ads

Description

Abstract

My thesis aims to uncover the ultimate strategy behind short form visual stories, otherwise known as the digital advertisment. In this thesis, I analyze traditional storytelling, visual storytelling, and short-form

Abstract

My thesis aims to uncover the ultimate strategy behind short form visual stories, otherwise known as the digital advertisment. In this thesis, I analyze traditional storytelling, visual storytelling, and short-form visual storytelling in order to uncover the best practices advertisers should use when crafting a digital advertisement. 

Storytelling “reveals elements and images of a story while also catalyzing the imagination of the listener” (National Storytelling Network, 2017).  This tradition has two purposes for society: a neurological structure, and a social mechanism (for historic preservation, human interaction, and a vehicle for connecting with others) (Gottshcall, 2012; Scott, 2012; Paul, 2012; Woodside, 2008). 

Visual Storytelling is “using photography, illustration, video, (usually with a musical enhancement) to guide” the human brain along a plotline, and has an unlimited timeframe (Ron, 2017). There are seven key elements to effective visual storytelling: A listener/audience, an element of realism coupled with escapism, a focus on the dread of life, an element of the unknown, emotion, simplicity, and a three-part plot structure (Andrews, 2010; ProQuest, 2012; Zak, 2014; Stanton, 2014; Reagan, 2016; Jarvis, 2014; Petrick, 2014)

In the words of Sholmi Ron, from a marketing perspective, “Visual [short hand] Storytelling is a marketing strategy that communicates powerful ideas through a compelling story arc, with your customer at the heart of the story, and delivered through interactive and immersive visual media – in order to create profitable customer engagements" (Ron, 2017). This advertising strategy has four best practices: non-obvious logo placement, a comedic emotion, multiple emotional arcs, and a relevant message (Golan, 2017; Teixeira, 2015; Graves, 2017, Teixeira, 2017). These are important to understand because, in 2017, online consumers can be described as skeptical, conscious of content, individualistic, and drawn to authenticity (Teixeira, 2014). 

To supplement my findings, I conducted primary research by analyzing the 2017 Super Bowl videos against a criteria created using the best practices previously identified (in Part 1 and Part 2). Through the data collection of the 66 videos, I uncovered the most popular plotline is "fall than rise," the most popular emotions are humor, inspiration, and empathy and people tend to have a preference towards videos that are more realistic and simplistic in nature. 

In the end, I recommend that advertisers identify an authentic yet relevant message, while employing a comedic, inspirational, or empathic tone, and that they place their ads exclusively for their target market. Additionally, producers should use a fall then rise plotline (with multiple mini plot peaks and valleys), a "logo-pulsing" strategy, and a minimal amount of characters and settings to keep the audience's focus on the ad’s message.

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Agent

Created

Date Created
  • 2017-05

Here's My Truth"": An Ethnography of Phoenix's Live Storytelling Cultures

Description

This ethnography outlines the live storytelling culture in Phoenix, Arizona, and what each of its sub-cultures contributes to the city's community. Phoenix's live storytelling events incorporate elements of an ancient

This ethnography outlines the live storytelling culture in Phoenix, Arizona, and what each of its sub-cultures contributes to the city's community. Phoenix's live storytelling events incorporate elements of an ancient art form into contemporary entertainment and sophisticated platforms for community building. These events are described and delineated by stylistic, structural, and content-based differences into the following categories: open-mic, curated, scripted, non-scripted, micro-culture, and marginalized groups. Research presented in this report was collected by reviewing scholarly materials about the social power of storytelling, attending live storytelling events across all categories, and interviewing event organizers and storytellers. My research developed toward an auto-ethnographic direction when I joined the community of storytellers in Phoenix, shifting the thesis to assume a voice of solidarity with the community. This resulted in a research project framed primarily as an ethnography that also includes my initial, personal experiences as a storyteller. The thesis concludes with the art form's macro-influences on Phoenix's rapidly-expanding community.

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Created

Date Created
  • 2017-12

The Voices Among Us

Description

The Voices Among Us is a three-episode podcast series exploring podcasting as a way to tell the stories of elderly individuals in assisted living facilities in Phoenix. The project chronicles

The Voices Among Us is a three-episode podcast series exploring podcasting as a way to tell the stories of elderly individuals in assisted living facilities in Phoenix. The project chronicles my journey trying to create this podcast series, addressing the technical challenges of learning how to podcast and the personal challenges I encountered in trying to find a way to connect the elder's stories to millennials. The podcast episodes, hosted at www.thevoicesamongus.weebly.com, include interviews with 3 men at Bethany Gardens Assisted Living and Oakmont Luxury Assisted Living in Phoenix, a caregiver at Bethany Gardens, the CEO of a Phoenix-based podcasting app, and the hosts of the Absolute Geek Podcast, a Phoenix-based production. The project was inspired by my grandmother, who I talk to weekly on the phone. I realized that I've gained so much insight, perspective and wisdom from these phone calls with my grandmother and I wanted to create a way for other millennials to have a similar experience. The millennial generation comprises the majority of podcast listeners, making podcasting my medium of choice to share these stories and advice of the elderly. The Voices Among Us highlights the beauty and benefit that comes when people make a conscious choice to engage with our society's elders. It is a project that combines the valuable information provided by all of the interviewees with my own personal insights and reflections as a journalist and a millennial, proving that there are voices and stories all around us that are incredibly valuable to our entire society.

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Date Created
  • 2017-05

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LudoNarrare: A Model for Verb Based Interactive Storytelling

Description

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.

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Date Created
  • 2015-12

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Ernest in Arizona: Studying and Reproducing the Prose of Ernest Hemingway

Description

This creative project represents the only creative writing that I have had the opportunity to create during my time at Barrett as a finance major. As such, I had to

This creative project represents the only creative writing that I have had the opportunity to create during my time at Barrett as a finance major. As such, I had to learn the story-telling process from scratch. My endeavors were further complicated by the fact that I desired to emulate the writing of Ernest Hemingway. He is a man whom I have come to admire, and I believe that even though it is impossible for most of us to live our lives with as much external vigor and daring, we would do well to internalize his appreciation of life as a rare commodity to not only be treasured but also utilized fully. To prepare for this project, I read Hemingway's work extensively and embarked on an in-depth analytical study of his prose and premises. While writing my own story, I found Hemingway's edict to the writer to "write one true sentence . . . write the truest sentence you know" extremely useful; it helped me through writer's block more times than I can count. The story I created, "Gambles of the Living," follows the journey of Lewis Turner and his wife, Mary, as they travel to Arizona to cure a chest ailment Lewis seems to have picked up after fighting in the Second World War. As with the work of Hemingway, the themes of war, courage, and the fleeting nature of life run deeply through my work.

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Date Created
  • 2012-05

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Creating Immersion through Storytelling in Theme Parks, Museums, and Virtual Environments

Description

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.

Contributors

Agent

Created

Date Created
  • 2016-05

The Social Impact of a Guatemalan School for Mayan Women.

Description

The purpose of this project is to use powerful visual storytelling techniques to convey a social need and an effective solution. Guatemala is a third world country, where poverty is

The purpose of this project is to use powerful visual storytelling techniques to convey a social need and an effective solution. Guatemala is a third world country, where poverty is widespread and the birth rate is high. Among the most economically and educationally disadvantaged are the Mayan women. Arizona nun, Sister Marife Hellman, recognized the needs of this population and founded a school to serve them. Hellman's mission is to provide a quality education to those underserved, so they can become positive leaders in their native communities. The website and video materials produced for this thesis are meant to be used for fundraising purposes on behalf of the school. All funds raised will help Hellman's alumni launch schools in their native areas, giving access to education that has long been nonexistent. Watch the mini-documentary here: www.youtube.com/watch?v=LxTiuwQCH44&t=17s.

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Date Created
  • 2018-05

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Creativity, Illness, and the Arts: An Anthology Edited and Annotated by Gabrielle Georgini

Description

Illness is one of the most unfortunate experiences that can occur during one's life. It often emerges without warning and when it is least expected. Illness is not only detrimental

Illness is one of the most unfortunate experiences that can occur during one's life. It often emerges without warning and when it is least expected. Illness is not only detrimental to the physical and emotional health of the person who is directly diagnosed, however. When one person is diagnosed with any kind of illness, many people are affected. Literature and art have always been used as vehicles to express their creators' thoughts and feelings. Those affected by illness sometimes adopt this method, using the art of storytelling to cope with and express their many emotions. Because there are so many affected people when even only one person is diagnosed, there are several different perspectives that are expressed and must be analyzed. This anthology, titled "Creativity, Medicine, and the Arts: An Anthology Edited and Annotated by Gabrielle Georgini," illustrates the correlation between various kinds of illnessesand literature. According to Merriam-Webster, illness is defined as "obsolete, an unhealthy condition of body or mind" (371). To make a patient healthy again, he must receive some kind oftreatment. Unfortunately, in some cases, a patient may not become healthy again even if they do receive treatment. Literature is an art, and art is a form of therapy. Therefore, patients can use literature and art as forms of treatment. Art and literature provide therapies for the mind. They can allow patients to relax and can work as a distraction from their illnesses. Art and literature can also be a form of expression. Those who are affected by illness can describe or depict their thoughts on paper, enabling them to clear their head or inform others about how they are feeling.

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Agent

Created

Date Created
  • 2018-05