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The Routledge handbook of multimodal analysis

01 Jan 2009-
TL;DR: Theoretical and Methodological Tools for Multimodal Analysis as mentioned in this paper is a toolkit for multimodal analysis with a focus on the analysis of the transmodal moment.
Abstract: Introduction: Handbook Rationale, Scope and Structure Part 1 Theoretical And Methodological Tools For Multimodal Analysis 1.An Introduction to multimodalit 2. Different approaches to multimodality 3.What are multimodal data and transcription? 4.What is mode? 5.Parametric systems: the case of voice quality Theo van Leeuwen 6. Modal density and modal configurations: multimodal actions 7. Transformation, transduction and the transmodal moment Part 1 readings Par 2 Key themes for multimodality 8. Historical Changes in the Semiotic Landscape From Calculation to Computation 9. Technology and Sites of Display 10. Multimodality and Mobile Culture 11. Multimodality, Identity, and Time 12. Multimodality and reading: the construction of meaning through image-text interaction 13. Power, social justice and multimodal pedagogies Part 3 Multimodality across different theoretical perspectives 14. Multimodality and language: A retrospective and prospective view 15. Multimodality and theories of the visual 16. Multimodality and New Literacy Studies 17. Using Multimodal Corpora for Empirical Research 18. Critical Discourse Analysis and multimodality 19. Semiotic paradigms and multimodality 20. Reception of multimodality: Applying eye-tracking methodology in multimodal research 21. Representations in practices: A socio-cultural approach to multimodality in reasoning 22. Indefinite precision: artefacts and interaction in design 23. Anthropology and Multimodality: The Conjugation of the Senses Part 4 Multimoda Case Studies 24. Practical function and meaning: a case study of Ikea tables 2 The use of gesture in operations 26. Gesture and Movement in Tourist Spaces 2 The kineikonic mode: towards a multimodal aproach to moving image media 28. Multimodal Analytics: Software and Visualization Techniques for Analyzing and Interpreting Multimodal Data 29. Colour: code, mode, modality -- the case of.
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Dissertation
01 Mar 2017
TL;DR: This paper investigated how children in primary classroom talk when they use an immersive gaming environment and found that participants talked at length and with excitement, with the dialogue being difficult to transcribe and analyse.
Abstract: This thesis explores the themes of technology, talk, playfulness and creative learning. The study investigated how children in the primary classroom talk when they use an immersive gaming environment. While creativity, play and talk have been linked with technology on an individual basis, the ways in which all of these themes interact is less well documented. The research began from this observation and sought to explore how technology might facilitate the development of a dialogic environment that supports creative interaction between pupils. Groups of children from two case study schools were engaged in an immersive environment, created using the Minecraft (Mojang, 2009) gaming world, and their talk was evaluated using multimodal socio-cultural discourse analysis. This demonstrated that, while playing the game, the research participants talked at length and with excitement. The talk patterns were tangled and intertwined, with the dialogue being difficult to transcribe and analyse. The talk showed that the immersive gaming environment gave a virtual space where children could test out their spoken ideas within a small group situation, using informal language devices. They could also virtually represent their suggestions within the Minecraft World. It created an appealing focus for the conversation and encouraged children to be active participants, enacting and evaluating their decisions through collaboration and the co-construction of knowledge. The research indicated that the value of an immersive game environment lies in the emphasis that it places on sharing, agreeing and testing ideas in a creative way.
DOI
TL;DR: In this paper , the authors explore and analyse opportunities for and impediments to cooperation around digital competence among three groups: preschool teacher students, local teacher educators, and teacher educators at a university.
Abstract: Abstract The article focuses on preschool teacher education in Sweden. The purpose of the study is to explore and analyse opportunities for and impediments to cooperation around digital competence among three groups: preschool teacher students, local teacher educators, and teacher educators at a university. The study presented in the article is performed through focus group discussions. It has proceeded analytically from the design theory concept agency. The results show the three groups diverse statements. The informants agree primarily about the status of preschools in terms of the supply and use of digital resources. The greatest difference emerges about the cultural resources—if, how, and why the digital resources are used. Despite the negative experiences of the students, the discussions reveal a concrete desire for cooperation in all three focus groups, emphasizing the importance of using preschool teachers as a resource for development of digital competence.
Journal ArticleDOI
TL;DR: In this article , the authors analyze the official campaign song released by the state political party DMK for the 2021 Tamil Nadu election based on the multimodal discourse analysis informed by Visual grammar.
Abstract: Methods to convince voters are continuously evolving since the inception of elections. Contesting political parties have used every possible media from posters to short videos to approach and impress voters. With creativity paving ways to innovative campaign strategy and methods, studies focusing on them are gaining momentum. Campaign songs play an engaging role in this campaign communication strategy in the state of Tamil Nadu. Initially, campaign songs were written to create awareness of parties’ name, symbol, and ideology among the illiterate population. With time, the focus of the songs has shifted to party leaders. The 2021 Tamil Nadu election witnessed the release of campaign songs by state and national political parties. Thanks to social media, these songs had massive reach on social networking sites among people of all age groups. In this context, this paper aims to analyze the official campaign song released by the state political party DMK for the 2021 Tamil Nadu election based on the multimodal discourse analysis informed by Visual grammar.
Journal ArticleDOI
01 Sep 2022
TL;DR: In this article , the authors argue that visual nominalization and visual telicity are what establish GIFs' semiotic differences from still images and film videos, and facilitate their integration with written language in online and computer-mediated discourse.
Abstract: Abstract GIFs, short audio-free loops of moving sequences, are active members of social semiotic resources in the era of Internet 2.0 that could generate humor, mediate power and signal identity. This paper proposes the perspective of visual nominalization and visual telicity as GIF properties that, in the environment of social media technologies, become capable of expressing polyphonic evaluation, transcontexualized polysemy, and dual deixis. Visual nominalization expresses the freeing of movement from integration into a time-dependent narrative and the abstraction resulting in deemphasized participants and emphasized processes. These traits are activated and realized by visual telicity, which is looping movement that can be conceptualized as an atelic visual container which packages and expresses both telic and atelic processes. This paper argues that visual nominalization and visual telicity are what establishes GIFs’ semiotic differences from still images and film videos, and facilitates their integration with written language in online and computer-mediated discourse.