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  1. Littérature numérique: le récit interactif

    The expression interactive literary narrative applies to a variety of works. In its diversity, the interactive literary narrative raises questions on narratives, interactive architecture, multimedia as well as on literature. It is because the interactive literary narrative is wrought by tensions that it has this questioning and maybe even revealing capacity.

    Scott Rettberg - 30.01.2011 - 15:03

  2. From Papyrus to Hypertext: Toward the Universal Digital Library

    Reflections and predictions of technology's effect on reading and writing In this study, Christian Vandendorpe examines how digital media and the Internet have changed the process of reading and writing, significantly altering our approaches toward research and reading, our assumptions about audience and response, and our theories of memory, legibility, and context. Reflecting on the full history of the written word, Vandendorpe provides a clear overview of how materiality makes a difference in the creation and interpretation of texts. Surveying the conventions of reading and writing that have appeared and disappeared in the Internet's wake, Vandendorpe considers various forms of organization, textual design, the use (and distrust) of illustrations, and styles of reference and annotation. He also examines the novel components of digital texts, including hyperlinks and emoticons, and looks at emergent, collaborative genres such as blogs and wikis, which blur the distinction between author and reader. Looking to the future, reading and writing will continue to evolve based on the current, contested trends of universal digitization and accessibility.

    Eric Dean Rasmussen - 24.03.2011 - 15:37

  3. Déprise

    “Loss of Grasp” recreates the loss of self-control. What happens when one has the impression of losing control in life, of losing control of his/her own life? Six scenes tell the story of a man that is losing himself. “Loss of Grasp” plays with the self-control and the loss of self-control and invites the reader to experiment with these feelings in an interactive work.

    Serge Bouchardon - 18.06.2011 - 17:00

  4. Textmaschinen- Kinetische Poesie- Interaktive Installation: Studien zu einer Hermeneutik digitaler Kunst

    From the publisher: Die digitalen Medien führen Experimente der klassischen Avantgarde weiter und bringen neue künstlerische Ausdrucksformen hervor. Doch wie begegnet man diesen ästhetischen Phänomenen? Soll man sich ganz auf die Materialität der Zeichen konzentrieren, auf die Intensität des Erlebens im Rahmen einer »Kultur der Präsenz«? Soll man das Erlebte der Interpretation unterziehen, im Rahmen einer »Kultur des Sinns«, die im Deutungsprozess auch Verunsicherung riskiert?Dieses Buch – eine theoretische Einführung ins Feld digitaler Kunst – diskutiert beide Optionen anhand ausführlicher Fallstudien zu interaktiven Installationen, kinetisch-konkreter Poesie, computergenerierten Texten und Mapping-Kunst.

    Patricia Tomaszek - 25.08.2011 - 22:38

  5. Creating Screen-Based Multiple State Environments: Investigating Systems of Confutation

    The intentions of this practice-led thesis are to investigate the interplay between Internet based digital narrative, image and interaction, and ultimately develop new practice, which primarily within the experiencing of the artwork articulates a new contribution to the field of study. The dual literature and contemporary practice reviews highlighted this as desired output. The predominant research in the field is not focused on the production of new projects but uses various forms of literary and critical theory to search out new interpretations and structural understanding of the artefacts in question. Similarly the reviews revealed a strong set of visual hegemonies - namely the ascent of neo-minimalism and a preoccupation with the replication of reality. My practice sits between these poles as being a hybrid of detailed line art, handcrafting and popular imagery, and as such, functions with uniqueness. The interstitial paradigm is used to support the practice, as parallels are drawn not only in the aesthetics of the work but also the politic of the communication.

    Meri Alexandra Raita - 19.02.2012 - 19:37

  6. The Interactive Onion: Layers of User Participation in Digital Narrative Texts

    Using the metaphor an onion, Ryan provides a formalist analysis of four different levels of interactivity, plus a fifth meta-level, in digital narratives. 

    Eric Dean Rasmussen - 08.04.2012 - 09:16

  7. Digital Literature: Theoretical and Aesthetic Reflections

    The emergence of a new phenomenon – digital literature – within the field of
    literary studies calls for the reorganization and creation of new theoretical and
    analytical repertoires. As models of communication change, so do
    reception and production processes accompanying these changes. Within these
    altered scenarios, the dissertation Digital Literature: Theoretical and Aesthetic
    Reflections is a response to the aesthetic and theoretical challenges brought on by
    computer-based literature. As a methodological strategy, the dissertation articulates
    recent trends in the theory of digital aesthetics – remediation (BOLTER),
    eventilization (HAYLES), correlations of performativity, intermediality and
    interactivity with meaning-driven analysis (SIMANOWSKI), Medienumbrüche
    (GENDOLLA & SCHÄFER) – with theories of production of presence
    (GUMBRECHT), autopoietic communicative models (LUHMANN) and closereadings
    of digital works. By scripting a dialogue with key theorists from print
    literary theory as well as new media theorists and artists in the burgeoning field,

    Luciana Gattass - 08.05.2012 - 14:38

  8. Techno-historical Limits of the Interface: The Performance of Interactive Narrative Experiences

    This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.

    From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?

    In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest.

    Scott Rettberg - 13.12.2012 - 22:42

  9. From page to screen: placing hypertext fiction in an historical and contemporary context of print and electronic literary experiments

    Only recently has our perception of the computer, now a familiar and ubiquitous element of everyday life, changed from seeing it as a mere tool to regarding it as a medium for creative expression. Computer technologies such as multimedia and hypertext applications have sparked an active critical debate not only about the future of the book format, ("the late age of print" {Bolter} is only one term used to describe the shift away from traditional print media to new forms of electronic communication) but also about the future of literature. Hypertext Fiction is the most prominent of proposed electronic literary forms and strong claims have been made about it: it will radically alter concepts of text, author and reader, enable forms of non-linear writing closer to the associative working of the mind, and make possible reader interaction with the text on a level impossible in printed text. So far the debate that has attempted to put hypertext fiction into a historical perspective has linked it to two developments.

    Scott Rettberg - 13.12.2012 - 23:40

  10. Slamming the Sonnet

    Slamming the Sonnet is a website emerging from the collaborative partnership of Jayne Fenton Keane (poet) and David Keane (artist and programmer). It investigates the construction of virtual bodies by using Slam poetry as a device to explore implications of re-theorizing the role of authors in habitats of poetry that are made of technological flesh rather than processed tree matter.

    This site investigates alternative models of interactivity through engagement with a virtual body made of space, movement, sound and flesh. It becomes terra electra, replete with multiple species of texts, some of which evolve in direct response to the user's actions. It becomes a dismembered cyborg that becomes a part of you as you navigate through it; as your senses are seduced by its voices, breathing and gaze. In other words, it interacts with you beyond the computer screen; it infiltrates your body. It subverts identity and creates a hyperreal competition where everyone is given equal status in its time and space: dead or alive, famous or unknown.

    Scott Rettberg - 17.01.2013 - 23:12

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