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  1. Creating Screen-Based Multiple State Environments: Investigating Systems of Confutation

    The intentions of this practice-led thesis are to investigate the interplay between Internet based digital narrative, image and interaction, and ultimately develop new practice, which primarily within the experiencing of the artwork articulates a new contribution to the field of study. The dual literature and contemporary practice reviews highlighted this as desired output. The predominant research in the field is not focused on the production of new projects but uses various forms of literary and critical theory to search out new interpretations and structural understanding of the artefacts in question. Similarly the reviews revealed a strong set of visual hegemonies - namely the ascent of neo-minimalism and a preoccupation with the replication of reality. My practice sits between these poles as being a hybrid of detailed line art, handcrafting and popular imagery, and as such, functions with uniqueness. The interstitial paradigm is used to support the practice, as parallels are drawn not only in the aesthetics of the work but also the politic of the communication.

    Meri Alexandra Raita - 19.02.2012 - 19:37

  2. Beyond Myth and Metaphor: Narrative in Digital Media

    The concept of narrative has been widely invoked by theorists of digital textuality, but the promotion of what is described as the storytelling power of the computer has often relied on shallow metaphors, loose conceptions of narrative, and literary models that ignore the distinctive properties of the digital medium. Two myths have dominated this theorization. The myth of the Aleph (as I call it) presents the digital text as a finite text that contains an infinite number of stories. The myth of the Holodeck envisions digital narrative as a virtual environment in which the user becomes a character in a plot similar to those of Victorian novels or Shakespearean tragedies. Both of these myths rely on questionable assumptions: that any permutation of a collection of lexias results in a coherent story; that it is aesthetically desirable to be the hero of a story; and that digital narrativity should cover the same range of emotional experiences as literary narrative. Here I argue that digital narrative should emancipate itself from literary models. But I also view narrative as a universal structure that transcends media.

    Eric Dean Rasmussen - 15.05.2012 - 14:07

  3. Reading Augmented Spaces and the Dimensions that Define Them

    Most new media work establishes interactivity within a curated installation space: a gallery, a festival, or an area whose purpose is to exhibit art. However, recent experiments in new media narratives have made use of the capabilities of smartphones and tablets to present experiences that are aware of the user’s position in space and
    even their current behavior or object of attention.

    Specifically,augmented reality works set themselves apart by re-contextualizing environments and objects encountered in everyday life, removing the fourth wall and blurring or eliminating an interactive experience's boundaries. This differs markedly from the purism of the imagination tapped by literature, and often even favors more realistic integration, in contrast to stylistic depictions and abstractions used in monitor-based works. Augmented reality’s strength and interest lies in how it embeds a story in an environment, or how it can be used to awaken new awareness of a viewer to their surroundings. This bridges the world of the reader with the diegesis of the narrative, resulting in works that react to the immediacy of the experienced space.

    Eric Dean Rasmussen - 14.06.2012 - 15:13

  4. "Play, Memory": Shadow of the Colossus and Cognitive Workouts

    This paper applies the distinction of episodic and procedural memory from cognitive science to the experience of contemporary video games. It aims to illustrate how participation in the simulative digital environments of "coherent world games" not only draws on but also relies on both forms of memory. Toward this end, the paper employs Fumito Ueda's _Shadow of the Colossus_ (2005), a game that combines a complexity of interaction (play and puzzle-solving) with a narrative complexity that allows for - and encourages - an interpretative understanding of its characters and storyworld. (Source: Abstract)

     

     

    Daniel Johannes Flaten Rosnes - 30.09.2021 - 00:06