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  1. Six Problems in Search of a Solution: The Challenge of Cybertext Theory and Ludology to Literary Theory

    Six Problems in Search of a Solution: The Challenge of Cybertext Theory and Ludology to Literary Theory

    Jörgen Schäfer - 30.06.2011 - 16:07

  2. Netzliteratur. Umbrüche in der literarischen Kommunikation

    Netzliteratur. Umbrüche in der literarischen Kommunikation

    Jörgen Schäfer - 12.11.2012 - 10:57

  3. Narratologie 2004. Herausforderungen der Erzähltheorie durch Netzliteratur und Computerspiele

    Narratologie 2004. Herausforderungen der Erzähltheorie durch Netzliteratur und Computerspiele

    Jörgen Schäfer - 12.11.2012 - 10:58

  4. Narrative and the Split Condition of Digital Textuality

    As a form of art and entertainment, digital textuality has conquered both ends of the cultural spectrum. Through computer games, it reaches millions of aficionados who devote a large part of their life to this form of entertainment, while through highly experimental forms of textuality—code poetry, hypertext fiction, and computer-generated literature—it is consumed by a small audience of academics and prospective authors. But digital texts have yet to conquer the middle of the spectrum, namely an educated public capable of artistic discrimination who consumes texts for pleasure, without ambition of writing about them nor of becoming digital authors themselves. This presentation examines the role that narrative can play in creating the type of audience that digital texts currently lack. Two narrative schools within digital textuality will be distinguished: 1. The expansionists, who believe that narrative is a mutable form that differs from culture to culture and evolves in history, crucially affected by new technologies; and 2. The traditionalists, who regard narrative as an invariant cognitive template possessing a transcultural, transhistorical, and transmedial identity.

    Jörgen Schäfer - 12.11.2012 - 10:59

  5. Menschliche Praxis. Zu einer Re-Animation der literarischen Anthropologie in den Game Studies

    Menschliche Praxis. Zu einer Re-Animation der literarischen Anthropologie in den Game Studies

    Jörgen Schäfer - 12.11.2012 - 11:02

  6. Der ludoliterarische Typenkreis. Analyse und Kategorisierung digitaler Spiele und anderer Cybertexte

    Ausgehend von Stanzels narratologischem Ansatz habe ich ein Modell entworfen, welches die medienspezifischen und unterschiedlichen Erzählweisen digitaler Spiele berücksichtigen soll. Die Perspektive des Spielers, der narrative Modus sowie der Interaktivitätsgrad der Spiele bilden die Achsen des Kreismodells, so dass sich an den sechs Achsenpolen beziehungsweise den Schnittstellen der Achsen mit der Kreislinie verschiedene Game-Genres situieren und analysieren lassen. Das Modell bietet durch die Kriterien ausserdem die Möglichkeit, unterschiedliche Ausprägungen des immersiven Miteinbezugs des Rezipienten zu diskutieren.

    Jörgen Schäfer - 12.11.2012 - 11:05

  7. Holopoetry, Biopoetry und digitale Literatur. Parameter einer Annäherung

    Holopoetry, Biopoetry und digitale Literatur. Parameter einer Annäherung

    Jörgen Schäfer - 12.11.2012 - 11:09

  8. Principles and Processes of Generative Literature: Questions to Literature

    Generative literature, defined as the production of ever changing literary texts my means of a specific dictionary, some set of rules and the use of algorithms, is a very specific form of digital literature which is completely renewing most of the concepts of the classical literature. Texts being produced by a computer and not written by an author, require indeed very special way of engrammation and, in consequence, point also to specific way of reading particularly concerning all the aspects of the literary time. In my speech, I will try to present some of the characteristics of the generative texts and their consequences on the conception of literature itself.
    I call «engrammation» the adaptation of expression wills to the technical constraints of the medium used for its mediatisation. For instance, a book needs a fixed writing, and the mediatisation by means of a screen needs other modalities of presentation.

    Jörgen Schäfer - 12.11.2012 - 11:11

  9. Code, Cod, Ode: Poetic Language & Programming

    Code, Cod, Ode: Poetic Language & Programming

    Jörgen Schäfer - 12.11.2012 - 11:13

  10. E-Learning and Literary Studies: Towards a New Culture of Teaching?

    The introduction of digital technologies in the learning processes has meant the creation of new educational spaces that, when they take place in Internet and are founded in non- presenciality and asynchrony, are known as VLE (Virtual Learning Environments). VLE constitute new pedagogic realities that must answer to the users’ needs, their educational purposes, the curricula with which they work and, specifically, the formative needs for the people that integrate them. But the key to define “virtual” in terms of human experience and not in terms of technological hardware is the concept of “presence” (Varis, 2000), which is crucial in our pedagogical model and our way of being comparative literature lecturers in a virtual university.

    Jörgen Schäfer - 12.11.2012 - 11:16