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  1. MyNovel.org

    MyNovel.org (2006) takes six classic novels (Moby DickUncle Tom's CabinThe Scarlet LetterLolita1984, and On The Road) and compresses them into four sentences apiece; at any point, if visitors wish to, they can write their own four sentence novel by using the tools included on the site.

    (Source: Artist's description, 2008 ELO Media Arts show)

    eabigelow - 28.06.2012 - 03:25

  2. The Broadside of a Yarn

    The Broadside of a Yarn is a multi-modal performative pervasive networked narrative attempt to chart fictional fragments of new and long-ago stories of near and far-away seas with naught but a QR reader and a hand-made map of dubious accuracy. This project may perhaps be best understood as an assemblage of interrelated narrative elements mediated across a continuum forms - a collection of stories, a folio of broadsides, or an unbound atlas of impossible maps composed of a combination of historical sources, interspersed with "found" images, quotations from well known sailors’ yarns, and my own drawings and photographs, and fiction. These printed maps are embedded with QR codes link mobile devices to computer-generated narrative dialogues which may then serve as scripts for poli-vocal performances, and/or suggest a series of imprecise pervasive performative walks. This project is, in a Situationist sense, a wilfully absurd endeavour. How can I, a displaced native of rural Nova Scotia (New Scotland), perform the navigation of a narrative route through urban Edinburgh (Old Scotland)?

    Elisabeth Nesheim - 24.08.2012 - 12:09

  3. The Compelling Charm of Numbers: Writing for and thru the Network of Data

    In postmodern times writing is different. With Facebook the personal diary has returned, reformulated for the 21st century. But this is not the diary as we use to know it. Here time gains a persistence and epistemological import and the person or persons recorded shift from being narrator to the quantified subject. This is not only a philosophical or psychological issue but also an economic and political one.

    Elisabeth Nesheim - 27.08.2012 - 13:27

  4. Narrative and the Split Condition of Digital Textuality

    With computer games and avant-garde literary experiments, digital textuality has conquered
    both mass audiences and academic readers interested in theorizing digital art, but
    it has not yet reached the middle of the cultural spectrum, namely the educated public
    who reads primarily for pleasure, but is capable of artistic discrimination. This essay
    explores the possibility of curing this split condition by strengthening the narrativity of
    digital texts. After examining the conception of narrative that prevails at both ends of the
    spectrum, I investigate three types of interactive narrative that have been able to reach
    beyond the traditional audience of computer games and experimental literature: embedded
    stories, represented by Myst and mystery-solving games, emergent stories, represented
    by The Sims, and texts with a somewhat prescripted, but variable story, represented
    by Façade, Michael Mateas and Andrew Stern’s project in interactive drama. For each type
    of text, I suggest how to make the structure more appealing to a reader who engages

    Helene Helgeland - 01.09.2012 - 16:56

  5. Event-Sequences, Plots and Narration in Computer Games

    Opening with the debate between ludologists and narratologists this essay tries to show that there is a narrative aspect in computer games that has nothing to do with background stories and cut scenes. A closer analysis of two sequences, taken from the MMORPG Everquest II and the adventure game Black Mirror, is the basis for a distinction between three aspects of this kind of narrative in computer games: the sequence of activities of the player, the sequence of events as it is determined by the mechanics of the game and the sequence of events understood as a plot, that is as a sequence of (chronologically) ordered and causally linked events. This kind of narrative is quite remote from the proto- typical narrative serving as a source for most narratological considerations. All media and not only computer games therefore actually need their own narratology.

     Source: author's abstract

    Kristine Turøy - 06.09.2012 - 18:55

  6. Narration, Intrigue, and Reader Positioning in Electronic Narratives

    Argues that we still have very poor language for discussing the place of the reader in electronic—or computer-mediated—narratives, and that little work has been done to evaluate the relevance of core narratological concepts like narrator, narratee, and implied reader as tools to describe the process of reader positioning in electronic narratives. The author sees Aarseth's analysis of interactive fiction in terms of an intrigue, with an intriguee and an intrigant as one of the most sophisticated analyses of the reader's position in electronic writing, and extends this model.

    Jill Walker Rettberg - 16.09.2012 - 20:16

  7. Focalization and Digital Fiction

    Focalization and Digital Fiction

    Eric Dean Rasmussen - 24.09.2012 - 07:23

  8. Rush

    Rush er en hyperfortelling bestående av skrift, bilde og animasjon. Skriften beveger seg over skjermen i et rolig tempo. Ved visse intervaller må leseren ta et valg som får konsekvenser for det videre handlingsforløpet. Samtidig er hyperteksten og de ulike veivalgene som leseren må ta, visualisert for leseren gjennom et kart. Hyperfortellingen viser fram det alvorlige og forpliktende ved de valgene leseren må ta. Og som leseren vil forstå, er det aldri noen ”second chance”

    Jill Walker Rettberg - 15.10.2012 - 12:04

  9. [the perpetual bed]

    [the perpetual bed] is an online, virtual VRML world in which users can interact with each other from within a navigable, surrealistic narrative. A hybrid between video, interactive art, installation, and animation, the piece is based on my own and my grandmother's experiences within transparent yet tangible beings and places discovered when hospitalized. My creative concerns in creating this piece are numerous, but I am trying to create a new media from the temporal and motion imaging elements of film and video, the accessibility of the internet, the user-centered narrative form from interactive art, and elements of choreography. The interaction will take place through a technology I have designed called Navigable Chat. Users can percieve each other through their textual presence. My goal is to tell a story in an altogether new way -- that of allowing the user to move through a story, to "happen" upon a scene, and to find their own meaning in this ever-enacted place. Users can then leave their mark and become part of the story--leave hints, impressions, etc--for the next viewer.

    Jill Walker Rettberg - 15.10.2012 - 14:55

  10. The Broadside of a Yarn: A Situationist Strategy for Spinning Sea Stories Ashore

    "The Broadside of a Yarn: A Situationist Strategy for Spinning Sea Stories Ashore", by J. R. Carpenter, reflects upon The Broadside of a Yarn, a multi-modal performative pervasive networked narrative attempt to chart fictional fragments of new and long-ago stories of near and far-away seas with nought but a QR code reader and a hand-made print map of dubious accuracy. The Broadside of a Yarn was commissioned by ELMCIP for Remediating the Social, an exhibition which took place at Inspace, Edinburgh, 1-17 November 2012. The Broadside of a Yarn remediates the broadside, a form of networked narrative popular from 16th century onward. Like the broadside ballads of old, the public posting of The Broadside of a Yarn signified that it was intended to be performed.

    J. R. Carpenter - 16.10.2012 - 14:52

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