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  • i am a social semiotician. My research interests are audio-/visual narratives, cross-media comparison, particularly l... moreedit
This chapter investigates different ways in which the film techniques of digitally mediated images, such as found footage, diegetic camera and computer screen, achieves story truthfulness and affective engagement in the viewer's narrative... more
This chapter investigates different ways in which the film techniques of digitally mediated images, such as found footage, diegetic camera and computer screen, achieves story truthfulness and affective engagement in the viewer's narrative interpretation process. The pursuit of truthful storytelling is to demonstrate objective facts, while mediated images in film are dominantly subjective. This chapter first reviews the perennial paradox of two seemingly mutually exclusive narrative functions. It then tackles the paradox by proposing a multi-levelled framework, synthesizing semiotic conceptualization and cognitive research findings. This chapter will analyze the various forms of digital mediated images in films over the last two decades and shed light on how the narratives functions of truthfulness and affective engagement can be closely intertwined rather than paradoxical.
This conference (25-26 June 2020, University of Potsdam, Germany) brings together scholars & professionals working on empathy, multimodality, cognition, impactful narrative design, narrative medicine, etc. Abstract Deadline: Oct 31
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Call for Papers: Pro-Social Play! International conference on Storytelling and Well-being across Media Borders. 17-19 October, 2019, University of Kent, U.K. www.prosocial-narrative.org Conference Chairs: Chiao-I Tseng, Dieter Declerq,... more
Call for Papers:

Pro-Social Play!
International conference on Storytelling and Well-being across Media Borders. 17-19 October, 2019, University of Kent, U.K.
www.prosocial-narrative.org

Conference Chairs:
Chiao-I Tseng, Dieter Declerq, Nichola Shaunessy

Plenary Speakers: 
Charles Forceville, Media Studies, University of Amsterdam
Tobias Greitemeyer, Psychology, University of Innsbruck, Austria
Anja Laukötter, Center for the History of Emotion, Max Planck Institute for Human Development, Berlin, Germany
Harry Yi-Jui Wu, Medical Ethics and Humanities, Hong Kong University

Roundtable discussion
- with the award winning film director, Clio Barnard, following a screening of Dark River (2017)

Workshops
- by artists affiliated with the arts charity People United on prosocial performances
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This article aims to examine the narrative impacts and social influences of screen violence in audiovisual media. It suggests an integrative approach to synthesising the recent research findings in different disciplines such as cognitive,... more
This article aims to examine the narrative impacts and social influences of screen violence in audiovisual media. It suggests an integrative approach to synthesising the recent research findings in different disciplines such as cognitive, media studies, neuroscience and social semiotic theories. Based on the theoretical synthesis of narrative effects and persuasive functions, this paper establishes a method for analysing the contextualisations of violent events. In particular, the analytical method focuses on the two main narrative mechanisms for contextualising violent events, 'justifications of characters' motivations for using violence' and 'depictions of consequences'. This article applies the method to elucidates how different kinds of contextualisations yield different types of narrative impacts, persuasive potentials and ways in which social, political and ideological issues can be learnt. Furthermore, a typology of characters' motivations is also provided, which are often used for justifying the characters' violent actions in audiovisual narratives. This paper also unravels how genre expectations are closely related to narrative functions of screen violence, particularly how genre shapes the viewers' prediction and interpretation of violent events. Finally, the methods for motivation analysis of violent narrative events is extended to examine a particular genre of interactive audiovisual texts— empathy games.
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The effective study of transmedia adaptation requires descriptions that allow us to track how changes in media may correlate with both similarities and differences across medial realisations of a work. To the extent that such description... more
The effective study of transmedia adaptation requires descriptions that allow us to track how changes in media may correlate with both similarities and differences across medial realisations of a work. To the extent that such description can be made systematic and reliable, it becomes possible to apply a variety of empirical methods for revealing reoccurring patterns of medial influence. In this paper, we set out how a transmedially extended notion of cohesion offers a level of description of precisely this kind. Taking Paul Auster's novel City of Glass (1985) and its adaptation in graphic novel form by Karasik and Mazzuchelli (2004) as an example, the paper offers a cross-media cohesion analysis that demonstrates how the mutually intertwining thematic shifts in the novel and its graphic novel adaptation differ. We argue that this is largely due to the affordances of their respective medium and apply this result to suggest how empirical findings on narrative involvement may be related more firmly to properties of the artifacts analysed. This opens up a path for the design of more focused empirical investigations of how adaptation may impact on readers' processes of narrative perception.
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The recent uses of digital technology in war films have sparked a wave of discussions about new visual aesthetics in this genre. Drawing on the approach of film discourse analysis, this paper critically examines the recent claims about... more
The recent uses of digital technology in war films have sparked a wave of discussions about new visual aesthetics in this genre. Drawing on the approach of film discourse analysis, this paper critically examines the recent claims about new visual grammar in the war film genre and investigates to what extent the insertion of different media channels has affected the persuasive function of war films. Through presenting a detailed analysis of Redacted (2007), which is an extreme case of using varieties of digital channels in a fiction film, this paper shows the multi-media format to work within systems of classical film discourse while also generating new patterns of persuasion tied to the new visual technology in the war film genre.
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This paper revisits a particular area of concern in computer generated (CG) visual effects, namely, the problem of the space in dynamic, multiple panels created by digital processes. The paper critiques recent statements made on narrative... more
This paper revisits a particular area of concern in computer generated (CG) visual effects, namely, the problem of the space in dynamic, multiple panels created by digital processes. The paper critiques recent statements made on narrative understanding, positing equivalences between a viewer's navigation across dynamic frames in CG images and human-computer interactions, as well as claims of narrative complexity in films using dynamic frames. This paper will argue that it is necessary to approach the meaning construction of cinematic space by distinguishing analytical levels of materiality from their discursive meaning, because the visual effect created by the manipulation of a dynamic spatial layout does not necessarily burden the viewer's linear path for constructing coherent spatial meaning.
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This article argues that non-fictional graphic war narratives are a powerful tool for influencing people’s interest in and attitudes towards the issue of war because they offer an effective combination of affective engagement and... more
This article argues that non-fictional graphic war narratives are a powerful tool for influencing people’s interest in and attitudes towards the issue of war because they offer an effective combination of affective engagement and cognitive mechanisms that speak to how people interpret fact and fiction.
The article first reviews the recent theoretical and empirical research on factors of visual narratives for narrative impact and for changing people’s attitude, including message authenticity and affective immersion. Through analyzing a selection of Argentine comics about the 1982 Falklands War, produced across three decades, the article explicates how the prominent stylistic and narrative features achieve message trustworthiness and affective engagement drawing on different persuasive strategies. These strategies include the use of widely circulated news photographs to authenticate the narrative, the inclusion of a broadly known fictional war correspondent (with mixed results), as well as the first-person point of view to emotionally engage readers in the war stories.
In synthesis, this article unravels how these narrative mechanisms are combined in graphic war narratives with different persuasive intents in a particularly effective way, namely through the subtle blending of a perceived reality linked to the authentic war materials and typical fictional storytelling devices. At the same time, the article sheds light on the limits of these devices, highlighting as an area for further inquiry a situation where the identified narrative devices effectively undermine the graphic war narrative’s documentary ambition.