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  1. Junction of Image, Text, and Sound in Net.fictions

    Since modernism, the experimental art has been filled with the flow of “intermedial turn“, projected in/through all its forms and has found one of its ”stations“ in the form of digital fictions. The subject of my attention lies in the research and analysis of the multimedial fictions on internet through the junction of image, text and sound into the communicative unit. I implement the narratological point of view, and perceive these works of art also from the prism of their reception and subsequent reader’s projection of the fictional world, which could result in her immersion in it.

    Eric Dean Rasmussen - 27.01.2011 - 16:10

  2. New Narratives: Stories and Storytelling in the Digital Age

    Just as the explosive growth of digital media has led to ever-expanding narrative possibilities and practices, so these new electronic modes of storytelling have, in their own turn, demanded a rapid and radical rethinking of narrative theory. This timely volume takes up the challenge, deeply and broadly considering the relationship between digital technology and narrative theory in the face of the changing landscape of computer-mediated communication.

    New Narratives reflects the diversity of its subject by bringing together some of the foremost practitioners and theorists of digital narratives. It extends the range of digital subgenres examined by narrative theorists to include forms that have become increasingly prominent, new examples of experimental hypertext, and contemporary video games. The collection also explicitly draws connections between the development of narrative theory, technological innovation, and the use of narratives in particular social and cultural contexts.

    Scott Rettberg - 14.10.2011 - 12:52

  3. Computing Language and Poetry

    [Insert author's abstract here.]

    Montfort introduced a new critical term, stanzory, which refers to "a unit of lines in a poem that is also a narrative with some sort of point."

    Presented at the 2012 MLA Convention as part of the "730. New Media Narratives and Old Prose Fiction" panel, arranged by the Division on Prose Fiction. Other panelists included Dene Grigar and Joseph Tabbi. The moderator, filling in for Amy Elias, was Heather M. Houser.

    Eric Dean Rasmussen - 17.01.2012 - 15:45

  4. Frontiers of Narrative

    The Frontiers of Narrative Series features interdisciplinary scholarship on narrative as it appears in a range of media. Studies in this series highlight the role of narrative across a variety of cultural and historical settings and outline new methods for investigating storytelling in all of its many guises.

    (Source: University of Nebraska Press onlne catalog)

    Eric Dean Rasmussen - 13.02.2012 - 15:41

  5. Curveship: An Interactive Fiction System for Narrative Variation

    A report on the interactive-fiction system Curveship, which was designed to provide users a means of generating narrative variation.

    Eric Dean Rasmussen - 08.04.2012 - 09:25

  6. Introduction [to New Narratives: Stories and Storytelling in the Digital Age]

    Editors' introduction to a collection of essays on digital narratology. 

    Eric Dean Rasmussen - 10.05.2012 - 13:26

  7. 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

  8. Focalization and Digital Fiction

    Focalization and Digital Fiction

    Eric Dean Rasmussen - 24.09.2012 - 07:23

  9. Analysis of Fitting the Pattern

    The objective of this communication is the application of ideas and tools encountered in the field of study of narratology and its consideration as a narrative genre so that the chosen work, Fitting the Pattern, may be analysed and differences seen that may arise when approached from a different frame of the print. It is hoped to show with this approach, how in order to be studied, digital narrative works require new concepts and how more investigation is needed into how the reader receives the work. For example, after analyzing the work of Christine Wilks it was seen to be necessary to deepen the skills required by the reader in order to enter into the work, to establish functional guidelines for the reader, so as to remain within the orientation of the text, etc. It is not just a question concerning only in how the work is received, but also how space and the other approaches to the work need concepts and approaches which are more adequate for the reality presented by the digital narrative. As has been shown in the analysis of Fitting the Pattern, it has not been possible to capture all that is contained in the text using the type of analysis used up to now.

    Audun Andreassen - 10.04.2013 - 11:42