Notice bibliographique
Résumé
This paper critically examines the concept of 'entanglements' in digital storytelling, particularly in refugee narratives, where the intricate interplay between digital technologies, audience participation, and narrative structures presents unique ethical complexities. In an era where digital media—from social platforms to virtual reality—has transformed traditional storytelling, this research explores the impact of these interconnected elements on the portrayal and audience engagement with real-life characters, specifically refugees. The study examines the multifaceted relationships inherent in digital storytelling, probing into the ethical challenges and responsibilities arising when digital narratives entwine refugee experiences. It addresses how storytellers balance creative freedom with respectful representation and the ethical dilemmas encountered in formats like interactive films and ARGs that involve real experiences and identities. Central to this investigation is the participatory authorship, as Sandra Gaudenzi and Kate Nash discussed, and its implications in refugee storytelling. This research examines how online communities and interactors contribute to narrative entanglements, potentially democratizing storytelling while risking misrepresentation and ethical breaches. However, the interactive format also has its limitations. Unlike traditional documentaries with a more standardized and widely recognized format, i-docs can be less familiar to audiences and may require more effort to access and engage with. This can limit their reach and impact, especially if they are not widely promoted or integrated into mainstream programming. As a result, there is a need for more awareness and education about the i-doc format and its potential for storytelling and greater investment in their production and distribution. By doing so, we can unlock the full potential of this innovative and powerful medium and provide a platform for marginalized communities to tell and share their stories in their own voices. The analysis will focus on projects, such as Pushbacks Across the Evros (2013-present) and Liquid Traces (2017) from the interdisciplinary research agency Forensic Architecture, based at Goldsmiths, University of London. The agency established a ground-breaking initiative that employs cutting-edge techniques to expose human rights violations and promote social justice. Also, the role of immersive technologies like VR and AR in storytelling ethics. The paper questions whether these technologies enhance or complicate ethical storytelling, especially in refugee narratives. It posits that while such technologies provide new immersive dimensions, they introduce narrative integrity and ethical portrayal challenges. This paper examines a nuanced perspective on digital narrative entanglements. It argues that digital media's capacity for innovative storytelling is accompanied by complex ethical challenges, especially when involving real characters like refugees. These entanglements demand a refined approach to storytelling that respects the complexities of refugee experiences, promoting ethical representation and audience engagement. By integrating critical analysis of contemporary scholarly viewpoints, the paper aims to understand comprehensively how digital media reshapes storytelling. It emphasizes the need for a balanced approach that fosters innovation and participation while upholding ethical standards in narrative creation and consumption, especially in refugee narratives. The study underscores the importance of enhancing media literacy to empower audiences and participants to navigate and interpret these entangled realities critically, fostering a more inclusive and ethically responsible narrative landscape.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,006 | 0,023 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,001 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,002 | 0,001 |
| Études des sciences et des technologies | 0,005 | 0,021 |
| Communication savante | 0,021 | 0,023 |
| Science ouverte | 0,002 | 0,020 |
| Intégrité de la recherche | 0,003 | 0,003 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,018 | 0,002 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».