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  1. 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

  2. Immersion and Interactivity in Digital Fiction

    Digital fiction began by defining itself against the printed book. In so doing, transgression of linearity and the attempt to reduce the authorial presence in the text, were soon turned into defining characteristics of this literary form. Works of digital fiction were first described as fragmented objects comprised of “text chunks” interconnected by hyperlinks, which offered the reader freedom of choice and a participatory role in the construction of the text. These texts were read by selecting several links and by assembling lexias. However, the expansion of the World Wide Web and the emergence of new software and new devices, suggested new reading and writing experiences. Technology offered new ways to tell a story, and with it, additional paradigms. Hyperlinks were replaced with new navigation tools and lexias gave way to new types of textual organization. The computer became a multimedia environment where several media could thrive and prosper. As digital fiction became multimodal, words began to share the screen with image, video, music or icons.

    Daniela Côrtes Maduro - 05.02.2015 - 12:28

  3. Shapeshifting texts: following the traces of narrative in digital fiction

    We have been referring to electronic literature as a corpus of texts with dynamic and
    multimodal features. A digital text can change during reading and assume the form of a
    collage work, a film or a game. Additionally, the text as a whole (Eskelinen, 2012),
    because of its own transient nature, might never be presented to the reader. The text
    can be played at such a pace as to be partly or completely ungraspable. Due to the range
    of forms assumed by the text, it might also be unable to return to an early state. This
    means that the reader might not be allowed to reread or replay the text in order to achieve
    a final or coherent version of it. This also means that there might be no original state to
    return to.
    Shapeshifting is the ability of a being to take the form of an object or of another being.
    This has been a common theme in folklore and mythology and it continues to be explored
    in games or in fantasy and science fiction films, as well as in literature. Since digital
    fiction is created through a computer and this tool can show emergent behavior, texts can

    Daniela Côrtes Maduro - 05.02.2015 - 14:48

  4. Imersão e Interactividade na Ficção Digital

    A presente tese de doutoramento é dedicada a uma forma de contar histórias com cerca de três décadas de existência. Recém-chegada ao horizonte literário, a ficção digital começou por definir-se através de uma contraposição face ao livro impresso. A transgressão da linearidade e a tentativa de reduzir a presença autoral no texto, foram tornadas em características fundamentais desta forma literária. As primeiras obras de ficção digital eram descritas como objectos fragmentados que continham lexias interligadas através de hiperligações. Esta estrutura tinha como objectivo oferecer liberdade de escolha ao leitor e uma maior participação na construção do texto. No entanto, a expansão da World Wide Web e a emergência de novo software e de novos dispositivos permitiram a criação de experiências adicionais de leitura e de escrita. A tecnologia possibilitava a introdução de novas formas de contar histórias, mas também novos paradigmas. A hiperligação acabaria por ser substituída por novas ferramentas de navegação e a divisão em lexias acabaria por dar lugar a novos tipos de organização textual.

    Daniela Côrtes Maduro - 20.09.2016 - 14:29