Search

Search content of the knowledge base.

The search found 3 results in 0.009 seconds.

Search results

  1. Techno-historical Limits of the Interface: The Performance of Interactive Narrative Experiences

    This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.

    From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?

    In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest.

    Scott Rettberg - 13.12.2012 - 22:42

  2. Textopia: Experiments with Locative Literature

    textopia is a design experiment situated in humanist media studies, and based on a simple idea: Making it possible for someone who is walking through the city with a mobile phone to listen to literary texts which talk about whichever place she is walking by. The aim of this exercise has been to explore the relationship between places and literary texts – not just what the relationship is and has been, but what it can be in the new medium. Inspired by the ideas embedded in hermeneutics, open source philosophy and agile software development, I have outlined a methodological approach that I call "agile media design". In the course of the practical process I have ialso dentified three key principles for locative media design, summed up in the "G-P-S" model: Granularity, Particiation and Serendipity. Together they describe the unique characteristics of designs like textopia – a category I call "annotative, locative media".

    Scott Rettberg - 26.06.2013 - 13:19

  3. Písanie v interaktívnych médiách. Digitálna fikcia /Writing in the Interactive Media. Digital Fiction

    The subject of the thesis is to introduce and contextualise the possibilities of writing in the interactive media as well as to study the literary art of interactive media in the Anglophone area. One of the attributes of the contemporary art pieces of interactive media is their intermedial character; the authors often link text, image and sound to introduce the fictional world. The aim of the thesis is on one hand to refer to the questions that are not new but have appeared in new circumstances due to the digital format and internet and on the other hand to refer to the questions typical for the digital fiction research. The research concentrates on the digital fiction – a digital piece written in a computer programme, in which the author offers a fictional world. The thesis addresses several aspects of digital fiction, whose combination indicates its characteristic status within the group of digital art – fragmentarity of narrative, multilinearity, interactivity, performativity, dynamics, intermediality and the principles of game and play.

    Zuzana Husarova - 28.06.2013 - 14:46