数字视频方法文章中的多模式立场和参与

Ibérica Pub Date : 2023-12-15 DOI:10.17398/2340-2784.46.155
Christoph Hafner
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引用次数: 0

摘要

数字媒体技术的普及使我们的交流方式发生了根本性的变化,学术交流领域也感受到了这种变化。可视化实验期刊》(JoVE)出版的实验科学 "视频方法文章"(VMA)就是一种研究不足的学术数字体裁,其目的是与科学界成员分享科学方法的进步。该体裁利用数字视频媒介,通过多种方式(如口头、书面和视觉)传播新方法,使科学家不仅能阅读到新的科学方法,还能看到它们在屏幕上的演示。此外,这种体裁还提供了与受众进行人际交往的可能性(例如可以直接对着镜头说话),这是传统方法文章所不具备的。本文利用 11 个 VMA 的语料库(2006 年至 2016 年每年一个),对关键部分进行多模态分析。文章旨在说明,在虚拟媒体广告中,立场和参与是如何通过多个人构建的复杂多模态相互作用来实现的。所确定的语义资源包括研究者录制视频的表演元素,如言语、手势、面部表情、目光、着装和身体;环境元素,如所选地点、所代表的人类和非人类参与者以及所代表的行动;科学视觉和动画的使用;电影元素,如摄像机角度、移动和距离。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multimodal stance and engagement in digital video methods articles
The proliferation of digital media technologies has led to fundamental changes in the way that we communicate, changes that have also been felt in the realm of scholarly communication. One underresearched scholarly digital genre is the “video methods article” (VMA) in experimental science, which is published by the Journal of Visualized Experiments (JoVE), and whose purpose is to share advances in scientific methods with members of the scientific community. The genre draws on the medium of digital video in order to communicate new methods through multiple modes (e.g., spoken, written and visual), making it possible for scientists not only to read about but also to see new scientific methods as they are demonstrated on screen. In addition, the genre opens up possibilities for interpersonal engagement with the audience (such as the ability to speak directly to the camera) that are not present in traditional methods articles. This article draws on a corpus of 11 VMAs (1 per year from 2006 to 2016) in order to provide a multimodal analysis of key sections. It aims to show how stance and engagement are realized in VMAs through a complex multimodal interplay constructed by multiple individuals. Semiotic resources identified include elements of the researcher’s video recorded performance such as speech, gesture, facial expression, gaze, dress, and body; elements of the setting, such as chosen location, represented human and non-human participants and represented action; use of scientific visuals and animations; filmic elements such as camera angle, movement, and distance.
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