Multimodality Foundations Research and Analysis A Problem Oriented Introduction 1st Edition by John Bateman, Janina Wildfeuer, Tuomo Hiippala – Ebook PDF Instant Download/Delivery: 3110479893, 9783110479898
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ISBN 10: 3110479893
ISBN 13: 9783110479898
Author: John Bateman, Janina Wildfeuer, Tuomo Hiippala
Multimodality Foundations Research and Analysis A Problem Oriented Introduction 1st Table of contents:
Part I: Working your way into ‘multimodality’
1 Introduction: the challenge of multimodality
1.1 First steps … a multimodal turn?
1.2 The journey ahead
1.3 What this chapter was about: the ‘take-home message’
2 Recognising multimodality: origins and inspirations
2.1 The ‘problem space’ of multimodality as such
2.2 Materiality and the senses: sound
2.3 Materiality and the senses: vision and visuality
2.4 Language
2.5 Systems that signify: semiotics
2.6 Society, culture and media
2.7 What this chapter was about: the ‘take-home message’
3 Where is multimodality? Communicative situations and their media
3.1 Stepping beyond the terminological jungle
3.2 Communicative situations
3.3 Medium (and media)
3.4 What this chapter was about: the ‘take-home message’
4 What is multimodality? Semiotic modes and a new ‘textuality’
4.1 Semiotic mode
4.2 Modes and media
4.3 Genre, text, discourse and multimodality
4.4 What this chapter was about: the ‘take-home message’
Part II: Methods and analysis
5 The scope and diversity of empirical research methods for multimodality
5.1 What are methods? What methods are there?
5.2 Getting data?
5.3 Corpus-based methods to multimodality
5.4 Eye-tracking methods for multimodality
5.5 Computational methods in multimodality research
5.6 Summary and conclusions: selecting tools for the job
5.7 A word on good scientific practice: quoting multimodal artefacts
6 Are your results saying anything? Some basics
6.1 Why statistics?—and how does it work?
6.2 What is normal?
6.3 Assessing differences
6.4 Assessing similarities
6.5 How much is enough?
6.6 Refinements and restrictions
6.7 Inter-coder consistency and reliability
6.8 What affects what? Looking for dependencies
6.9 Summary: many types of tests and possibilities
7 Multimodal navigator: how to plan your multimodal research
7.1 Starting analysis
7.2 Undertaking multimodal investigations of phenomena
7.3 The basic steps in multimodal analysis reviewed
7.4 Conclusions and lessons for effective multimodal research
Part III: Use cases
Use case area 1: temporal, unscripted
8 Gesture and face-to-face interaction
8.1 Previous studies
8.2 Describing gesture and its functions
8.3 Conclusions
Use case area 2: temporal, scripted
9 Performances and the performing arts
9.1 Performance and scripted behaviour
9.2 Previous studies
9.3 Example analysis: theatre and its canvases
9.4 Example analysis: Berlin Philharmonic concerts ‘live’
9.5 Conclusions
Use case area 3: spatial, static
10 Layout space
10.1 Perspectives from graphic design
10.2 Example analysis: school textbooks
10.3 Example analysis: posters
10.4 Summary
11 Diagrams and infographics
11.1 Aspects of the diagrammatic mode
11.2 Example analysis: assembly instructions
11.3 Example analysis: information graphics
11.4 Summary
12 Comics and graphic novels
12.1 Comics: basic ingredients
12.2 An aside on the notion of ‘narrative’
12.3 Beyond narrative: comics as non-fiction and metacomics
12.4 Issues of literacy
12.5 Moving onwards: empirical multimodal comics research
12.6 Summary
Use case area 4: spatial, dynamic
13 Film and the moving (audio-)visual image
13.1 The technical details of the virtual canvas of film
13.2 Multimodal film analysis: an example
13.3 Films and comics: adaptation and convergence
13.4 Summary
14 Audiovisual presentations
14.1 Characterising the medium
14.2 Exploring the canvases
14.3 Summary
Use case area 5: spatiotemporal, interactive
15 Webpages and dynamic visualisations
15.1 Challenges and difficulties: determining objects of analysis
15.2 Example analysis: dynamic data visualisations
15.3 Summary
16 Social media
16.1 Previous studies
16.2 Communicative situations in social media
16.3 Social media analyses and possible methods: Instagram
16.4 Summary
17 Computer and video games
17.1 Example analysis: turn-based strategy games
17.2 Example analysis: first-person, real-time games
17.3 Summary
18 Final words
18.1 Lessons learned: the take-home messages
18.2 Our goals in the book
18.3 Be a multimodalist: have fun and explore!
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Tags: John Bateman, Janina Wildfeuer, Tuomo Hiippala, Multimodality Foundations, Analysis



