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  1. Immersion versus Interactivity: Virtual Reality and Literary Theory

    Virtual Reality has been defined as an "interactive, immersive experience generated by computer " (Pimentel and Texeira).This paper investigates the possibility of the literary implementation of these two dimensions. While immersion plays an important role in theories of fiction based on the concept of possible world and of game of make-believe, it presupposes a transparency of the medium that goes against the grain of postmodern aesthetics. Postmodern literature emulates the interactive aspect of VR in a metaphorical way through self-reflexivity, and in a more literal way through hypertext, but both of these attempts involve the sacrifice of the pleasure derived from immersion. In computer-generated VR, by contrast, immersion and interactivity do not stand in conflict but support each other. The difference in behavior between VR and literature is seen to reside in the participation of the body. While textual worlds are created through a purely mental semiotic activity which presupposes an external point of view, the worlds of VR are created from within through an activity both mental and physical.

    Scott Rettberg - 19.05.2011 - 17:09

  2. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media

    A broad narratological discussion of immersion and interactivity, not only in digital media but in print fiction. Includes a chapter fully devoted to a close reading of Michael Joyce's Twelve Blue.

    (Source: ELMCIP)

    Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality, the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Formerly a culture of immersive ideals—getting lost in a good book, for example—we are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and interactivity to develop a phenomenology of reading. 

    Jill Walker Rettberg - 15.10.2011 - 21:11

  3. Productions of Presence: Sensing Electronic Literature

    Using the virtual reality work Screen by Noah Wardrip-Fruin (designed for Brown University’s CAVE) as a tutor-text, the paper addresses cave rhetoric as it relates to Hans Ulrich Gumbrecht’s concept of production of presence. One generalization to be made about CAVE pieces is that they foster a tactile impulse, despite the fact that tangibility in VR is unachievable. As he dissects “the gravity of the leaf” in his eponymous 2010 essay, John Cayley speaks of a new phenomenology of language, one wherein floating textual strings would not constitute acts of remediation proper but rather frame new instances of mediation (CAYLEY, 2010). Inasmuch as it re-introduces embodied text as both dislodged symbolic inscription and virtual obstacle – though lacking a third dimension, text becomes perceivable in space as solid matter –, then one might argue that the CAVE rehabilitates and multiplies the paradoxes with which literary criticism has had to grapple in the past with the advent of Concrete poetics.

    Eric Dean Rasmussen - 30.05.2012 - 11:24

  4. Against Information: Reading (in) the Electronic Waste Land

    Digital approaches to information processing foreground the unique interdependence between
    knowledge and its representation that has been characteristic of western epistemology for the past five centuries. The essential role representation formats play in modern knowledge construction is generally accepted in all disciplines, attributing, learning and intellectual progress less to one's direct engagement with actual phenomena, and more to notational structures that convey its formulation. In this paradigm, knowledge follows exclusively from its theoretical articulation, not the other way around.

    Eric Dean Rasmussen - 22.06.2012 - 16:53

  5. Space for writing: a sidelong glance at the history of immersive spatial hypertext

    The Cave Writing Workshop is an advanced experimental electronic writing workshop founded by Robert Coover, exploring the potential of text, sound, and narrative movement in immersive three-dimensional virtual reality. It brings together teams of undergraduate and graduate fiction writers, poets and playwrights, composers and sound engineers, graphic designers, visual artists, 3D modelers and programmers, to develop, within the environment of Brown’s “Cave” in the Technology Center for Advanced Scientific Computing and Visualization, projects that focus on the word. From 2002 onward writers have explored the possibilities of spatial hypertext in an immersive environment. What this paper proposes is an exploration of the history of the twin currents of hypertext and virtual reality that merged to create this particular form of expression, going back to the early hypertext systems developed at Brown University in the 1960’s by Ted Nelson/van Dam/et al and work in immersive virtual reality at University of Illinois’ CAVE in the early 1990s.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 14.03.2013 - 14:42

  6. Artificial Reality

    Artificial Reality

    Scott Rettberg - 22.08.2014 - 10:54

  7. Immersion and Interactivity in Digital Fiction

    Digital fiction began by defining itself against the printed book. In so doing, transgression of linearity and the attempt to reduce the authorial presence in the text, were soon turned into defining characteristics of this literary form. Works of digital fiction were first described as fragmented objects comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of choice and a participatory role in the construction of the text. These texts were read by selecting several links and by assembling lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new types of textual organization. The computer became a multimedia environment where several media could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons.

    Daniela Côrtes Maduro - 05.02.2015 - 12:28

  8. Posthyperfiction: Practices in Digital Textuality

    By the turn of the millennium hypertext fiction was no longer the predominant form of digital writing produced by authors of electronic literature. In recent years, electronic poetry is more often produced than hypertext fiction, and rich multimedia largely predominates over text. Yet some notable exceptions, such as Judd Morrissey’s database narrative The Last Performance (2007), and Paul La Farge’s Luminous Airplanes (2011) are continuing to push the hypertext novel in some new directions. If hypertext per se is no longer predominant, many aspects of hypertext fiction, such as trigger actions that extend narrative texts and texts that integrate elements of spatial navigation, are increasingly integrated into newer forms such as locative narrative and virtual reality narratives.

    Scott Rettberg - 27.04.2015 - 09:51

  9. A Language Apparatus

    Through the creative projects Bodytext, Tower and Crosstalk the author explores how language and communication function in a hybridized context where human and machine are responsible for both the articulation and interpretation of texts. The dynamics of such a hybrid apparatus allow insights into how the making of meaning and its reception can be considered as a socio-technical system, with implications for how people are situated and instantiated.

    Bodytext, Tower and Crosstalk are language based digitally mediated performance installations. They each use progressive developments of generative and interpretative grammar systems. Bodytext (2010) was authored in Adobe Director and coded in Lingo and C++. Tower (2011) was developed with a bespoke large scale immersive virtual reality simulator and was coded in Python. Crosstalk (2014) was developed and coded in Processing.

    Hannah Ackermans - 14.11.2015 - 15:46

  10. Imersão e Interactividade na Ficção Digital

    A presente tese de doutoramento é dedicada a uma forma de contar histórias com cerca de três décadas de existência. Recém-chegada ao horizonte literário, a ficção digital começou por definir-se através de uma contraposição face ao livro impresso. A transgressão da linearidade e a tentativa de reduzir a presença autoral no texto, foram tornadas em características fundamentais desta forma literária. As primeiras obras de ficção digital eram descritas como objectos fragmentados que continham lexias interligadas através de hiperligações. Esta estrutura tinha como objectivo oferecer liberdade de escolha ao leitor e uma maior participação na construção do texto. No entanto, a expansão da World Wide Web e a emergência de novo software e de novos dispositivos permitiram a criação de experiências adicionais de leitura e de escrita. A tecnologia possibilitava a introdução de novas formas de contar histórias, mas também novos paradigmas. A hiperligação acabaria por ser substituída por novas ferramentas de navegação e a divisão em lexias acabaria por dar lugar a novos tipos de organização textual.

    Daniela Côrtes Maduro - 20.09.2016 - 14:29

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