Search

Search content of the knowledge base.

The search found 387 results in 0.021 seconds.

Search results

  1. Reading Digital Fiction: From Hypertext to Timeline

    In the Afterword of Analyzing Digital Fiction Simanowski reflects on how digital fiction has evolved over time as well as how reading practices have changed.

    Kira Guehring - 23.09.2021 - 10:54

  2. Will Computer Games Ever Be a Legitimate Art Form?

    Ernest Adams, a veteran of the videogames industry, discusses the art of the videogame and the extent to which videogames themselves are — or can — art. His article explores various working definitions of art and applies these to videogame, noting both points of similarity and divergence. He draws parallels with the film industry, but also highlights the limitations of such comparisons and the problems that the videogame industry has faced previously in imitating too-closely the structures and techniques of the film industry. 

    Ana Isabel Jimenez Sanchez - 23.09.2021 - 12:11

  3. From Theorizing to Analyzing Digital Fiction

    In the introduction, the editors of the book take into account themes within digital fiction surrounding scope, logistical difficulties, multifocal perspective, narratological frameworks, multimodalities, new generations and paradigm shift. Further, the editors explain the structure and content of the book.

    Agnete Thomassen Steine - 23.09.2021 - 17:46

  4. Media-Specific Metalepsis in 10:01

    ‘In “Media-Specific Metalepsis in 10:01” Alice Bell analyses Lance Olsen and Tim Guthrie’s 10:01 to show that digital fiction facilitates new types of metalepses. More specifically, she shows that both ascending and descending metalepses occur via sound effects, external links, and, visually, via the cursor that the reader uses to select links. She shows that possible worlds theory provides a better approach to metalepsis than the Genettean model, particularly in a digital context, because it allows us to analyse the reader’s role in the metaleptic jump more accurately. Adding a hermeneutic dimension, the chapter concludes that the metaleptic ontological breaches are related to the text’s thematic concern with commerce and consumerism in contemporary Western society.’

    (Source: from the book introduction)

    Agnete Thomassen Steine - 23.09.2021 - 17:52

  5. Digital Fiction and Worlds of Perspective

    ‘In “Digital Fiction and Worlds of Perspective” David Ciccoricco also interrogates narrative theory’s ability to analyze nonprint fiction. Beginning with an overview of classical theoretical models of focalization, he presents an analysis of Judd Morrissey’s (2000) The Jew’s Daughter and Stuart Moulthrop’s (2007) Radio Salience to show how and why narrative theory must be revisited if it is to be applied to narration in digital texts.’

    (Source: from the book introduction)

    Agnete Thomassen Steine - 23.09.2021 - 17:56

  6. Playing with rather than by the Rules: Metaludicity, Allusive Fallacy and Illusory Agency in The Path.

    Chapter in the book Analyzing Digital Fiction. The chapter looks at literary-fictional video games, and how they could be examined using The Path by Tale of Tales from 2009. The chapter also looks into the Ryan`s idea of ludo-narrativism while analysing The Path.

    Caroline Tranberg - 24.09.2021 - 01:37

  7. The Origins of Electronic Literature: An Overview

    The Origins of Electronic Literature: An Overview

    Huy Ngoc Nguyen - 26.09.2021 - 16:07

  8. Topographic Writing: Hypertext and the Electronic Writing Space

    The text dives in to the significance of the function and production of hypertext. Looking at different structures and hierarchy, talking about outline, trees and topography. The text addressee both the perspective of writing as well as reading. Some of the subtitles used are “writing places”, “electronic trees”, “hypermedia”, “The first collaborative hypertext” and “Writers and readers of hypertext”.

    Heidi Haugsdal Kvinge - 26.09.2021 - 20:04

  9. A learning support environment: the Hitch- Hiker’s Guide

    The philosopy, realisation and evaluation of a learning support environment for non-formal knowledge domains is described. Emphasis is placed on the need to provide a variety of access structures and on the use of a travel holiday metaphor as a means of helping users understand the system model.

    Mathias Vetti Olaussen - 27.09.2021 - 12:09

  10. "Lost in hyperspace": cognitive mapping and navigation in a hypertext environment

    From the writers: "This paper describes an experiment which looks at how the users of a hypertext document cognitively represent its layout. A document was formed into three different hypertext styles and was presented to the readers, they were then asked a series of questions about information contained in the hypertexts. The way the users found the answers and the time taken was recorded, they were also ask to lay out cards, with reduced versions of the screen on them, on a board and as they thought them to be arranged in the document and also to draw any connecting hypertext links they thought existed between these screens. The users selected for this experiment consisted of 27 university undergraduates 15 male and 12 female with a mean age of 20.5 years with little or no computing experience. They were each assigned one of the three hypertext methods and their performance was recorded. The three methods consisted of a hierarchical, a mixed and an index based method."

    Mathias Vetti Olaussen - 27.09.2021 - 16:00

Pages