Search

Search content of the knowledge base.

The search found 119 results in 0.011 seconds.

Search results

  1. Проект: Иннокентий Марпл

    Доводилось ли вам прежде читать роман-аудиоинсталляцию, роман - художественную галерею? Да чтобы еще при этом таинственная история его главного героя рождалась прямо сейчас, у вас на глазах?

    Нелинейный роман-акция "Проект Иннокентий Марпл" - редкий по чистоте образец жанра интерактивной литературы XXI века. Роман этот, говоря словами европейского классика нелинейного повествования (nonlinear narratives) Милорада Павича, есть одно из тех произведений, которые, избавившись от рабства линейности языка, открывают перед читателями возможность самим участвовать в создании определенного текста, возможность переместить процесс чтения на качественно новый уровень.

    (Source: Project Website)

    Raoul Karimow - 29.11.2017 - 02:57

  2. Осколки

    Осколки

    Raoul Karimow - 29.11.2017 - 03:12

  3. Зови меня Рабин

    Зови меня Рабин

    Raoul Karimow - 29.11.2017 - 03:14

  4. #ELRFEAT: Intervista con David Kolb (1997)

    Featured interview with David Kolb, a professor of philosophy and author of hypertext novels.

    Daniele Giampà - 05.04.2018 - 21:33

  5. Electronic Literature

    Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks – literature that would not be possible without the contemporary digital context.

    In this book, Rettberg places the most significant genres of electronic literature in historical, technological, and cultural contexts. These include hypertext fiction, combinatory poetics, interactive fiction (and other game-based digital literary work), kinetic and interactive poetry, and networked writing based on our collective experience of the Internet. He argues that electronic literature demands to be read both through the lens of experimental literary practices dating back to the early twentieth century and through the specificities of the technology and software used to produce the work. 

    Scott Rettberg - 01.05.2018 - 20:06

  6. Two Dimensions for classifying interactive digital narratives

    In this paper, I introduce two dimensions for classifying interactive digital narratives to allow comparisons between works in different traditions with the aim to improve the dialogue across these divides. Electronic literature and other forms of interactive digital narratives exist in many forms, amongst them Interactive Fiction (IF), hypertext fiction (HF), narrative-focused video games, interactive documentaries, art installations and VR/AR works. Between these different forms, underlying models, artistic approaches and descriptive vocabulary differ considerably. I propose to map different works and positions along the dimensions of narrative status and player/interactor role. These two dimensions enable comparisons and are a stepping stone towards a more developed analytical matrix in the future

    Linn Heidi Stokkedal - 29.08.2018 - 15:20

  7. An Atlas of Hypertext: Gaps in the Maps

    This paper reports on an the initial stages of compiling a comprehensive, historically deep "atlas" of the structures of interactive stories, with initial surveys in branching narrative genres including gamebooks, hypertext fictions, visual novels, and Twine games. In particular, it considers the "gap" between approaches to two highly related yet radically different archives of branching works: an archive of over 2500 interactive print gamebooks stretching from the 1920s to the present, and contemporary collections of the approximately 1500-2000 extant Twine games available in popular public repositories such as the Interactive Fiction Database (IFDB) and itch.io. What do we find when we consider these forms of electronic literature (and their crucial precurors) as one comprehensive atlas of a vast transmedia territory of interactive storytelling? Which methods may be adapted between print and digital works, and which demand new approaches?

    Akvile Sinkeviciute - 03.10.2018 - 15:16

  8. 17776 (What Football Will Look Like in the Future)

    "It's clear that the sport of football needs to change. And the $64,000 question, my friends, is simple: "how?" Something is terribly wrong. The writing's on the wall: youth participation in the sport is down, thanks in large part to their parents' concern for their health.

    In recent years, the NFL has something is terribly wrong. In response to numerous clinical studies regarding something is terribly wrong, the league has taken action — and something is terribly wrong. Oh no. Something is terribly wrong." - website

    Gesa Blume - 24.09.2019 - 03:01

  9. The Durability of Love: Background and History of Tim McLaughlin’s Notes Toward Absolute Zero

    Shipwrecks, train wrecks, and wrecked hearts permeate Tim McLaughlin’s Notes Toward Absolute Zero (NTAZ), a hypertext narrative produced with Storyspace in 1993 and published by Eastgate Systems, Inc. in 1995 on 3.5-inch floppy disk and in 1996 on CD-ROM. As the title suggests, it is a story about cold so absolute that order and predictability are lost. As Rob Kendall points out in his study of the work, “Parsing the Cold: McLaughlin’s Notes Toward Absolute Zero,” the overarching theme of the narrative is the power of cold to both destroy and preserve. 

    Dene Grigar - 24.12.2019 - 23:16

  10. Early Electronic Literature in the Romantic Tradition

    In searching for literary models for digital writing, current scholarship will often suggest James Joyce, yet pioneering writers working directly indigital forms looked repeatedly instead to British Romantic authors. This dissertation examines the early history of electronic literature, showing the significance of a Romantic tradition with which a selection of digital authors self-consciously identified themselves and their goals. Electronic literature is an emerging genre of literary works which are designed to be read on a computer, and by focusing on the pre-Web 2.0 era, my project looks specifically to the largely text-based sub-genres of interactive fiction and hypertext fiction, non-linear works which respectively enable progression through text inputs from users or clicking hyperlinks. Though many major scholars of digital humanities are Romanticists by training, the critical history of electronic literature focuses heavily on the genre’s modernist and postmodernist contexts.

    Jill Walker Rettberg - 15.09.2020 - 15:15

Pages