Image: Earth Design Works. https://vimeo.com/66372995.
Carmen Rosas Franco is a graphic
designer and has a Master’s degree in Art Studies at the Universidad
Iberoamericana (Mexico), with focus on Arts and Education. She writes for blogs
and magazines on art and literature, teaches courses in Communications, Graphic Design and Animation and has collaborated with public and private institutions in
the management of cultural, educational and scientific projects. Currently, Carmen
conducts research on digital narratives in children’s and young adult fiction
from the perspective of visual studies, reception theories and transtextuality.
She has given lectures on digital narratives in congresses in Mexico, Cuba and
Argentina. The following article
is part of Carmen’s thesis for the Masters in Art Studies entitled “The digital
image in relation to the development of imagination and creativity. Analysis of
the animated short The Man of Water[1],” Mexico: UIA, 2016.
In the digital universe there circulates
content in which the concept of narrative can be recognised as both literary
and artistic, changing its traditional form and structure. These works have surpassed
the book as receptacles of narrative ,
adjusting to the mediums that young readers are accustomed to.
Stories that are based not only on the
written word present new ways of “reading” and of “seeing;” they are forms of
fiction that integrate into the cultural and communicative paradigm of society
today. The analysis of the animated short The Memory of Fountain aims to answer the question: what do digital narratives
offer readers in terms of development of perceptive abilities and the creation
of a significant aesthetic experience?
Technology and the emergence of digital mediums
at the end of the twentieth century changed the modes of creation and reception
of works, shifting them to digital formats that are accessed by means of a
screen.
In cities, children and young adults are
immersed in electronic devices through which they have access to an infinity of
content and information. These narratives tell stories by combining text,
images, movement and sound, elements that come from the visual arts and its
technological evolution. A relationship exists between the visual, auditory and
textual elements and the narration, which creates an aesthetic and reflective
experience in children and young readers.
In contrast to the popular
views on the presence of technology - that it distracts children and young
adults from reading - this investigation proposes that digital narratives can
be used to develop skills for aesthetic appreciation. Furthermore, aesthetic
experiences are often tied to museums, galleries, or theatres, venues that have
been canonically designated for the enjoyment of the arts. In the 21st century,
and despite advances in all areas, there still exists a lack of acknowledgment
of the benefits that technology offers in the transmission and enjoyment of
cultural manifestations.
From
the comfort of our home, these immersive experiences bring us closer to the
arts, including literature.
Technologies are a new meeting space for
the arts (contextually, not physically), where aesthetic experiences are
generated that can deepen the reflections of the problems of our surroundings
and daily life.
Access to these new modes of seeing,
listening and feeling reinforces the idea that art is not a thing of the last
century, is not something that occurs in different epochs, in other places or
to other people; we can access art with a single click or the swipe of a
finger.
The short animation The Memory of Fountain was selected out of a corpus of children’s and young adult digital narratives. Its analysis
comprised dimensions of both the formal (what is seen) and the conceptual (what
is understood) – a methodology used in visual studies to analyse works of art,
especially pictorial ones. After a breakdown of all the elements (text, sound,
image, movement), a relationship was drawn between these and the narrative.
Once the analysis was complete, I detected
that few methodological frameworks exist that indicate what reader-spectators
appreciate in the digital narrative or how they establish links between the
elements and their meanings. It is worth noting that frameworks about the
meaning of pictures do exist, but these pertain to picturebooks rather than
digital contexts.
Thus, a proposal was created for
mediation, a tool that takes key points from arts programs aimed at working
with the public, in museums and schools, and that are intended to develop
abilities for aesthetic perception.
From amongst these we took Abigail
Housen’s Visual Thinking Strategies (1970),
applied in schools and museums across the United States. Other theories used to
develop abilities were also consulted, such as those of Parsons (1987), Aguirre
(2000) and Bloom (1956). These theories became the backbone of the mediation process
with digital narratives, which is roughly comprised of the following steps:
1. Presentation
2. Exhibition of the digital narrative
3. Directed questions[2]: what is seen? What is heard? What is understood? What is felt?
4. Group discussion
5. Closure
1. Presentation
2. Exhibition of the digital narrative
3. Directed questions[2]: what is seen? What is heard? What is understood? What is felt?
4. Group discussion
5. Closure
After
carrying out the mediation with a group of children (5, 7 and 14 years old), it
is confirmed that these narratives promote learning and reflection. The
following are some of the answers that emerged from the discussion.
Question
|
Answer
|
Observations
(of the mediator)
|
How did you feel when you watched
the story?
|
-
It saddens
you because of the music, the main character’s attitude, apathetic, dejected
all the time. He has
no expressions.
|
There is a relationship
between the formal elements of the narrative and the feelings of the
spectator.
|
-
The cat is
deformed because of its head.
|
Recognises formal elements
and relates them to art models.
Compares size and shape.
There is a deduction arising
from prior knowledge: what should the shape of real things be?
|
|
-
I think
that the man is asexual because you cannot see his parts. He is very long.
|
Makes a gender difference; compares
size and proportion.
|
|
What is the story about?
|
-
It is
about a man who is made of water and he is trying to help, but nobody listens
to him.
|
Identifies the plot of the
story.
|
-
People are
afraid of him because he is made of water and because he is very big, then
the bourgeois gentlemen beat him up
|
Finds the climax or conflict
in the narrative.
|
|
Other than the images, what
else is in the short?
|
-
There are
sounds of music, wind, and water.
-
People talking.
-
No, they
murmur, they don’t speak.
|
Relates the images to the
sounds.
|
What do you feel when you
are watching this short?
|
-
It makes me uncomfortable.
|
Expresses
feelings.
|
Why does it make you
uncomfortable?
|
-
Because it
makes me sad to see what happens, and I do not like to be sad.
|
Draws relationship between
what is seen and what is felt.
|
-
I know
that it has a deeper meaning, a reflection on death. It is also a symbol of
discrimination; because he is different from the others, they treat him badly
– the character.
|
Recognizes implicit meanings.
Develops critical thinking.
|
|
-
Well not
everyone. The children do not discriminate him, because they are less narrow-minded
than the adults, because they [the adults] do not feel comfortable with
people who are different from them.
|
Makes own judgements.
Compares and contrasts ideas.
|
|
Has something like this
happened to you, or to a friend or someone you know?
|
-
In my school,
to some children.
-
It is a
common thing, it happens everywhere.
|
Relate the story to their
own experiences.
Compares the story with
facts and problems of everyday life.
|
The responses show that, in addition to
the recognition of formal elements (color, form, size, sound), young viewers
decipher the content and meaning of the story; at the same time, an experience
is generated that leads to reflection.
Abilities of perception
and construction of knowledge are developed when the three families of signs are
combined: the verbal, visual and auditory (Turrión,
2014).
Mediation of digital stories nurtures
creativity in the sense proposed by Morin (2000), Dewey (2008), Aguirre (2006),
and Eisner (2002): as an education for the arts that helps in resolving the problems of everyday life, of critical
thinking, and the formation of individuals who are more conscious of their
social reality.
Greene (2005: 42) highlights that “when a
person has the imagination to conceive new things, there is an unexpected rise
in what is apparently possible”, which is how imagination allows the
structuring of possibilities that can become actions and which, in turn,
transform the lives of children and young adults.
Digital narratives, in their varied themes,
mirror the differences that exist in the actual world, leading their readers to
reflection.
The conclusions of the study
are the following:
- Digital narratives in children’s and young adult literature develop a new interaction between the work and the spectator.
- They appeal to the senses and previous experiences, which are added to the elements present on screen.
- They imply a greater effort than simply looking at moving images and hearing sounds.
- The adaptation to screen transforms a work of literature and activates new aesthetic experiences which are different from those presented in traditional formats such as those of the book.
- Experience with digital narratives can help develop reflexive and critical thinking in viewers.
- When approaching digital narratives in children’s and young adult literature from an understanding of art, both are seen as constructing meaning and artistic references, and a bridge is drawn between Arts Studies and Literature.
- Changes across and between mediums lead to new experiences that help us to learn new things.
- Each text – be it written, visual, or auditory – increases to a large extent our understanding of stories and our enjoyment of the arts.
References
Aguirre, Arriaga Imanol. Contenidos y enfoques metodológicos de la
educación artística. Conferencia No 4. Universidad Pública de Navarra,
España. Consultado en 2016 https://enobserva.wordpress.com/contenidos-y-enfoques-metodologicos-de-la-educacion-artistica/
Dewey, John. El arte como experiencia. Barcelona:
Paidós, 2008.
Eisner, W. Elliot. La
escuela que necesitamos. Ensayos personales. Madrid: Amorrourtu, 2002.
Greene, Maxine, Liberar la imaginación: ensayos sobre
educación, arte y cambio social. Barcelona: Graõ, 2005.
Housen, Abigail. Visual Thinking Strategies, http://www.vtshome.org/research/aesthetic-development. Consultado en enero de
2016.
Morin, E. Introducción
al pensamiento complejo, Barcelona, Gedisa, 1997.
Parsons, Michael J. Cómo
entendemos el arte. Una perspectiva cognitiva-evolutiva de la experiencia
estética. Barcelona: Paidós, 2002 [1987].
Rosati, Ivo, ilust. Pacheco,
Gabriel. El hombre de agua, España: Kalandraka, 2009.
Taxonomía de Bloom (2014).
Consultado en http://www.eduteka.org/pdfdir/TaxonomiaBloomCuadro.pdf
The Memory of Fountain (L’uomo d’acqua e la sua Fontana). Dir. Kim, Young-jun. Earth
Design Works (2013). Consultado en https://vimeo.com/66372995
Turrión, Celia. “Narrativa
infantil y juvenil. ¿Qué ofrecen las nuevas formas al lector literario?”. Tesis
de Doctorado. Universitat Autònoma de Barcelona, 2014.
[1] The Memory of Fountain was born from the picturebook
The Man of Water; in 2013 animator
Kim Young-jun translated the work to a digital format
using the original illustrations.
[2] To
see the mediation questions and their classification in detail, you can consult
the “Masters in Art Studies Thesis: The digital image in relation to the
development of imagination and creativity. Analysis of the animated short The Man of Water,” Mexico: UIA, 2016.
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