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  1. Littérature numérique: le récit interactif

    The expression interactive literary narrative applies to a variety of works. In its diversity, the interactive literary narrative raises questions on narratives, interactive architecture, multimedia as well as on literature. It is because the interactive literary narrative is wrought by tensions that it has this questioning and maybe even revealing capacity.

    Scott Rettberg - 30.01.2011 - 15:03

  2. From Papyrus to Hypertext: Toward the Universal Digital Library

    Reflections and predictions of technology's effect on reading and writing In this study, Christian Vandendorpe examines how digital media and the Internet have changed the process of reading and writing, significantly altering our approaches toward research and reading, our assumptions about audience and response, and our theories of memory, legibility, and context. Reflecting on the full history of the written word, Vandendorpe provides a clear overview of how materiality makes a difference in the creation and interpretation of texts. Surveying the conventions of reading and writing that have appeared and disappeared in the Internet's wake, Vandendorpe considers various forms of organization, textual design, the use (and distrust) of illustrations, and styles of reference and annotation. He also examines the novel components of digital texts, including hyperlinks and emoticons, and looks at emergent, collaborative genres such as blogs and wikis, which blur the distinction between author and reader. Looking to the future, reading and writing will continue to evolve based on the current, contested trends of universal digitization and accessibility.

    Eric Dean Rasmussen - 24.03.2011 - 15:37

  3. Videogame: jogos, narrativa e interação no espaço virtual

    Videogame: jogos, narrativa e interação no espaço virtual

    Luciana Gattass - 17.10.2012 - 17:48

  4. 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

  5. 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

  6. A Interatividade na Poesia Digital

    This dissertation aims at comprehending interactivity in the digital work of art, through the perspective of Maurice Merleau-Ponty’s phenomenology. For such, I combine a general
    objective – that of mapping mechanisms and strategies of interactivity in digital poetry – and
    a specific objective – that of reading Rui Torres’ work Amor de Clarice – with the intention of better understanding both through their constant dialogue, on how they intercross, as to finally comprehend the process of interaction in digital work of art. For this purpose I return to

    Alvaro Seica - 29.11.2013 - 14:17