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Narrative as Virtual Reality 2

Narrative as Virtual Reality 2 Author Marie-Laure Ryan
ISBN-10 9781421417974
Release 2015-10-20
Pages 304
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Revised edition of: Narrative as virtual reality: immersion and interactivity in literature and electronic media. 2001.



The Art of Immersion How the Digital Generation Is Remaking Hollywood Madison Avenue and the Way We Tell Stories

The Art of Immersion  How the Digital Generation Is Remaking Hollywood  Madison Avenue  and the Way We Tell Stories Author Frank Rose
ISBN-10 9780393341256
Release 2012-03-05
Pages 384
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A contributing editor at Wired examines the way entertainment has shifted in the face of new media and discusses the way that people such as Will Wright, James Cameron and Damon Lindelof are changing how we play, relax and think. Reprint.



Digital Sensations

Digital Sensations Author Ken Hillis
ISBN-10 1452903859
Release
Pages
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Digital Sensations has been writing in one form or another for most of life. You can find so many inspiration from Digital Sensations also informative, and entertaining. Click DOWNLOAD or Read Online button to get full Digital Sensations book for free.



Hamlet on the Holodeck

Hamlet on the Holodeck Author Janet H. Murray
ISBN-10 9780262533485
Release 2017-04-07
Pages 440
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An updated edition of the classic book on digital storytelling, with a new introduction and expansive chapter commentaries.



In Game

In Game Author Gordon Calleja
ISBN-10 9780262294546
Release 2011-05-13
Pages 240
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Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie. In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion--a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases--the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay--as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorporation--a concept that Calleja proposes as an alternative to the problematic immersion. Incorporation, he argues, is a more accurate metaphor, providing a robust foundation for future research and design.



Communities of Play

Communities of Play Author Celia Pearce
ISBN-10 9780262291545
Release 2011-09-30
Pages 342
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Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds -- actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora -- a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as "refugees"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the "play turn" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.



Mapping Intermediality in Performance

Mapping Intermediality in Performance Author Sarah Bay-Cheng
ISBN-10 9789089642554
Release 2010
Pages 304
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This insightful book explores the relationship between theater and digital culture. The authors show that the marriage of traditional performance with new technologies leads to an upheaval of the implicit “live” quality of theatre by introducing media interfaces and Internet protocols, all the while blurring the barriers between theater-makers and their audience.



The Johns Hopkins Guide to Digital Media

The Johns Hopkins Guide to Digital Media Author Marie-Laure Ryan
ISBN-10 9781421412238
Release 2014-03-20
Pages 552
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The study of what is collectively labeled "New Media"—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.



Video Game Spaces

Video Game Spaces Author Michael Nitsche
ISBN-10 9780262293013
Release 2008-12-05
Pages 320
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The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers -- rule-based space, mediated space, fictional space, play space, and social space -- and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.



Narrating Space Spatializing Narrative Where Narrative Theory and Geography Meet

Narrating Space   Spatializing Narrative  Where Narrative Theory and Geography Meet Author Marie-Laure Ryan
ISBN-10 0814212999
Release 2016-03-28
Pages 312
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Narrating Space / Spatializing Narrative: Where Narrative Theory and Geography Meet by Marie-Laure Ryan, Kenneth Foote, and Maoz Azaryahu offers a groundbreaking approach to understanding how space works in narrative and narrative theory and how narratives work in real space. Thus far, space has traditionally been viewed by narratologists as a backdrop to plot. This study argues that space serves important but under-explored narrative roles: It can be a focus of attention, a bearer of symbolic meaning, an object of emotional investment, a means of strategic planning, a principle of organization, and a supporting medium. Space intersects with narrative in two principal ways: ''Narrating space'' considers space as an object of representation, while ''spatializing narrative'' approaches space as the environment in which narrative is physically deployed. The inscription of narrative in real space is illustrated by such forms as technology-supported locative narratives, street names, and historical/heritage site and museum displays. While narratologists are best equipped to deal with the narration of space, geographers can make significant contributions to narratology by drawing attention to the spatialization of narrative. By bringing these two approaches together--and thereby building a bridge between narratology and geography--Narrating Space / Spatializing Narrative yields both a deepened understanding of human spatial experience and greater insight into narrative theory and poetic forms.



Interactive Digital Narrative

Interactive Digital Narrative Author Hartmut Koenitz
ISBN-10 9781317668671
Release 2015-04-10
Pages 286
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The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.



The Worlding Project

The Worlding Project Author Rob Wilson
ISBN-10 1556436807
Release 2007
Pages 243
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Globalization discourse now presumes that the “world space” is entirely at the mercy of market norms and forms promulgated by reactionary U.S. policies. An academic but accessible set of studies, this wide range of essays by noted scholars challenges this paradigm with diverse and strong arguments. Taking on topics that range from the medieval Mediterranean to contemporary Jamaican music, from Hong Kong martial arts cinema to Taiwanese politics, writers such as David Palumbo-Liu, Meaghan Morris, James Clifford, and others use innovative cultural studies to challenge the globalization narrative with a new and trenchant tactic called “worlding.” The book posits that world literature, cultural studies, and disciplinary practices must be “worlded” into expressions from disparate critical angles of vision, multiple frameworks, and field practices as yet emerging or unidentified. This opens up a major rethinking of historical “givens” from Rob Wilson’s reinvention of “The White Surfer Dude” to Sharon Kinoshita’s “Deprovincializing the Middle Ages.” Building on the work of cultural critics like Edward Said, Gayatri Spivak, and Kenneth Burke, The Worlding Project is an important manifesto that aims to redefine the aesthetics and politics of postcolonial globalization withalternative forms and frames of global becoming.



The Digital Dialectic

The Digital Dialectic Author Peter Lunenfeld
ISBN-10 0262621371
Release 2000
Pages 298
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Publisher description: "This text takes an interdisciplinary approach to visual and intellectual cultures as the computer recodes technologies, media and art forms. It includes contributions by scholars, artists and entrepreneurs who combine theoretical investigations with hands-on analysis of the possibilities (and limitations) of new technology. The key concept is the digital dialectic: a method to ground the insights of theory in the constraints of practice.".



Art and Intercultural Dialogue

Art and Intercultural Dialogue Author Susana Gonçalves
ISBN-10 9789463004237
Release 2016-03-22
Pages 285
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How can art act as an intercultural mediator for dialogue? In order to scrutinize this question, relevant theoretical ideas are discussed and artistic intervention projects examined so as to highlight its cultural, political, economic, social, and transformational impacts. This thought-provoking work reveals why art is needed to help multicultural neighbourhoods and societies be sustainable, as well as united by diversity. This edited collection underlines the significance of arts and media as a tool of understanding, mediation, and communication across and beyond cultures. The chapters with a variety of conceptual and methodological approaches from particular contexts demonstrate the complexity in the dynamics of (inter)cultural communication, culture, identity, arts, and media. Overall, the collection encourages readers to consider themselves as agents of the communication process promoting dialogue.



Humanizing Digital Reality

Humanizing Digital Reality Author Klaas De Rycke
ISBN-10 9789811066115
Release 2017-09-15
Pages 684
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This book aims at finding some answers to the questions: What is the influence of humans in controlling CAD and how much is human in control of its surroundings? How far does our reach as humans really go? Do the complex algorithms that we use for city planning nowadays live up to their expectations and do they offer enough quality? How much data do we have and can we control? Are today’s inventions reversing the humanly controlled algorithms into a space where humans are controlled by the algorithms? Are processing power, robots for the digital environment and construction in particular not only there to rediscover what we already knew and know or do they really bring us further into the fields of constructing and architecture? The chapter authors were invited speakers at the 6th Symposium "Design Modelling Symposium: Humanizing Digital Reality", which took place in Ensa-Versailles, France from 16 - 20 September 2017.



Electronic Visualisation in Arts and Culture

Electronic Visualisation in Arts and Culture Author Jonathan P. Bowen
ISBN-10 9781447154068
Release 2013-09-07
Pages 291
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Presenting the latest technological developments in arts and culture, this volume demonstrates the advantages of a union between art and science. Electronic Visualisation in Arts and Culture is presented in five parts: Imaging and Culture New Art Practice Seeing Motion Interaction and Interfaces Visualising Heritage Electronic Visualisation in Arts and Culture explores a variety of new theory and technologies, including devices and techniques for motion capture for music and performance, advanced photographic techniques, computer generated images derived from different sources, game engine software, airflow to capture the motions of bird flight and low-altitude imagery from airborne devices. The international authors of this book are practising experts from universities, art practices and organisations, research centres and independent research. They describe electronic visualisation used for such diverse aspects of culture as airborne imagery, computer generated art based on the autoimmune system, motion capture for music and for sign language, the visualisation of time and the long term preservation of these materials. Selected from the EVA London conferences from 2009-2012, held in association with the Computer Arts Society of the British Computer Society, the authors have reviewed, extended and fully updated their work for this state-of-the-art volume.



Civil Society and Political Change in Asia

Civil Society and Political Change in Asia Author Muthiah Alagappa
ISBN-10 0804750971
Release 2004
Pages 528
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A systematic investigation of the connection between civil society and political change in Asia - change toward open, participatory, and accountable politics. Its findings suggest that the link between a vibrant civil society and democracy is indeterminate: certain civil society organizations support democracy; thers could undermine it.