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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.



Possible Worlds Artificial Intelligence and Narrative Theory

Possible Worlds  Artificial Intelligence  and Narrative Theory Author Marie-Laure Ryan
ISBN-10 0253350042
Release 1991
Pages 291
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In this important contribution to narrative theory, Marie-Laure Ryan applies insights from artificial intelligence and the theory of possible worlds to the study of narrative and fiction. For Ryan, the theory of possible worlds provides a more nuanced way of discussing the commonplace notion of a fictional "world," while artificial intelligence contributes to narratology and the theory of fiction directly via its researches into the congnitive processes of texts and automatic story generation. Although Ryan applies exotic theories to the study of narrative and to fiction, her book maintains a solid basis in literary theory and makes the formal models developed by AI researchers accessible to the student of literature. By combining the philosophical background of possible world theory with models inspired by AI, the book fulfills a pressing need in narratology for new paradigms and an interdisciplinary perspective.



Narrative Across Media

Narrative Across Media Author Marie-Laure Ryan
ISBN-10 0803289936
Release 2004
Pages 422
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Narratology has been conceived from its earliest days as a project that transcends disciplines and media. The essays gathered here address the question of how narrative migrates, mutates, and creates meaning as it is expressed across various media. Dividing the inquiry into five areas: face-to-face narrative, still pictures, moving pictures, music, and digital media, Narrative across Media investigates how the intrinsic properties of the supporting medium shape the form of narrative and affect the narrative experience. Unlike other interdisciplinary approaches to narrative studies, all of which have tended to concentrate on narrative across language-supported fields, this unique collection provides a much-needed analysis of how narrative operates when expressed through visual, gestural, electronic, and musical means. In doing so, the collection redefines the act of storytelling. Although the fields of media and narrative studies have been invigorated by a variety of theoretical approaches, this volume seeks to avoid a dominant theoretical bias by providing instead a collection of concrete studies that inspire a direct look at texts rather than relying on a particular theory of interpretation. A contribution to both narrative and media studies, Narrative across Media is the first attempt to bridge the two disciplines.



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.



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.



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.



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.



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.



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.



Electronic Literature

Electronic Literature Author N. Katherine Hayles
ISBN-10 0268030855
Release 2008
Pages 223
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A visible presence for some two decades, electronic literature has already produced many works that deserve the rigorous scrutiny critics have long practiced with print literature. Only now, however, with Electronic Literature by N. Katherine Hayles, do we have the first systematic survey of the field and an analysis of its importance, breadth, and wide-ranging implications for literary study. Hayles's book is designed to help electronic literature move into the classroom. Her systematic survey of the field addresses its major genres, the challenges it poses to traditional literary theory, and the complex and compelling issues at stake. She develops a theoretical framework for understanding how electronic literature both draws on the print tradition and requires new reading and interpretive strategies. Grounding her approach in the evolutionary dynamic between humans and technology, Hayles argues that neither the body nor the machine should be given absolute theoretical priority. Rather, she focuses on the interconnections between embodied writers and users and the intelligent machines that perform electronic texts. Through close readings of important works, Hayles demonstrates that a new mode of narration is emerging that differs significantly from previous models. Key to her argument is the observation that almost all contemporary literature has its genesis as electronic files, so that print becomes a specific mode for electronic text rather than an entirely different medium. Hayles illustrates the implications of this condition with three contemporary novels that bear the mark of the digital. Included with the book is a CD, The Electronic Literature Collection, Volume 1, containing sixty new and recent works of electronic literature with keyword index, authors' notes, and editorial headnotes. Representing multiple modalities of electronic writing--hypertext fiction, kinetic poetry, generative and combinatory forms, network writing, codework, 3D, narrative animations, installation pieces, and Flash poetry--the ELC 1 encompasses comparatively low-tech work alongside heavily coded pieces. Complementing the text and the CD-ROM is a website offering resources for teachers and students, including sample syllabi, original essays, author biographies, and useful links. Together, the three elements provide an exceptional pedagogical opportunity. "In Electronic Literature, N. Katherine Hayles has delivered a wonderfully structured synthetic overview of writers, texts, critics, and publication venues for the field of electronic literature. In it, she has managed to articulate a non-canonical canon, a body of work and set of ideas that are flexible rather than fixed, inclusive rather than exclusive." --Rita Raley, University of California, Santa Barbara "Kate Hayles has been there since the beginning. She helped formulate the field of digital literature. All readers will be charmed by her new book; high school and college literature and art teachers, in particular, will find this book (and the CD) immediately helpful to introducing students to creative writing in a new media mode." --Thom Swiss, University of Minnesota "Kate Hayles stays with a text, whether electronic or otherwise, like almost no other reader or player, inhabiting each work with care and caring, transforming its material specificity to embodied sense and sensuality rather than a hollow category. In the course of defining a field she has set it abloom and in the process refreshed our imagination." --Michael Joyce, Vassar College "No critic, save N. Katherine Hayles, has the wide grasp of literary criticism, new media history and technology, cyberculture and its philosophical implications, and the interplay between electronic and print imaginative writing. Now, in the five straightforward, readable chapters of Electronic Literature, she supplies the tools and builds the contexts necessary for everyone to grasp the importance of her topic and integrate it into her or his own knowledge base. Her book and CD package will be snapped up by scholars and students alike." --Dee Morris, University of Iowa



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.



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.



Language Culture and Society

Language  Culture  and Society Author Christine Jourdan
ISBN-10 9781139452519
Release 2006-05-11
Pages
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Language, our primary tool of thought and perception, is at the heart of who we are as individuals. Languages are constantly changing, sometimes into entirely new varieties of speech, leading to subtle differences in how we present ourselves to others. This revealing account brings together eleven leading specialists from the fields of linguistics, anthropology, philosophy and psychology, to explore the fascinating relationship between language, culture, and social interaction. A range of major questions are discussed: How does language influence our perception of the world? How do new languages emerge? How do children learn to use language appropriately? What factors determine language choice in bi- and multilingual communities? How far does language contribute to the formation of our personalities? And finally, in what ways does language make us human? Language, Culture and Society will be essential reading for all those interested in language and its crucial role in our social lives.



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 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.".



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.



Narrative Theory Literature and New Media

Narrative Theory  Literature  and New Media Author Mari Hatavara
ISBN-10 9781317524618
Release 2015-06-19
Pages 326
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Offering an interdisciplinary approach to narrative, this book investigates storyworlds and minds in narratives across media, from literature to digital games and reality TV, from online sadomasochism to oral history databases, and from horror to hallucinations. It addresses two core questions of contemporary narrative theory, inspired by recent cognitive-scientific developments: what kind of a construction is a storyworld, and what kind of mental functioning can be embedded in it? Minds and worlds become essential facets of making sense and interpreting narratives as the book asks how story-internal minds relate to the mind external to the storyworld, that is, the mind processing the story. With essays from social scientists, literary scholars, linguists, and scholars from interactive media studies answering these topical questions, the collection brings diverse disciplines into dialogue, providing new openings for genuinely transdisciplinary narrative theory. The wide-ranging selection of materials analyzed in the book promotes knowledge on the latest forms of cultural and social meaning-making through narrative, necessary for navigating the contemporary, mediatized cultural landscape. The combination of theoretical reflection and empirical analysis makes this book an invaluable resource for scholars and advanced students in fields including literary studies, social sciences, art, media, and communication.