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  1. Travels in Cybertextuality. The Challenge of Ergodic Literature and Ludology to Literary Theory

    The dissertation’s main point of departure is the clash between explicit and implicit presuppositions, conceptualisations and generalisations in print-oriented literary theoretical paradigms and a plenitude of empirically verifiable anomalies and counter-examples to them found in digital and ergodic works of literature. The behaviour of these counter-examples is explained by cybertext theory that addresses the often neglected issue of the variety of literary media. Both the empirical counter-examples and the empirically verifiable differences in the behaviour of literary media allow us to expand and modify literary theories to suit not just one traditionally privileged media position but all of them. Therefore, in the first half of the dissertation, literary theory and narratology are viewed and modified from the perspective of slightly revised cybertext theory. In this process theories of ergodic and non-ergodic literature are integrated more closely and several so far non-theorized ways of manipulating narrative time, regulating narrative information, and generating narrative instances are located and theorized.

    Scott Rettberg - 13.12.2012 - 21:45

  2. 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

  3. Translated! Papers on Literary Translation and Translation Studies

    Translated! Papers on Literary Translation and Translation Studies

    Jeneen Naji - 08.01.2013 - 16:45

  4. Open and Shut? Narrative Closure and Completeness in Shelley Jackson’s my body: a Wunderkammer

    Open and Shut? Narrative Closure and Completeness in Shelley Jackson’s my body: a Wunderkammer

    Jennifer Roudabush - 13.01.2013 - 23:53

  5. Et virkeligt parallelunivers

    This newspaper article describes the launch of the collaborative fiction project Radiant Copenhagen, where hoax press releases were sent out and published by newspapers. The article also describes the project.

    Jill Walker Rettberg - 01.02.2013 - 13:49

  6. A Creative History of the Russian Internet

    The study investigates manifestations of creativity in the history of the Russian Internet. It seeks to discover internal logic of the development of creative forms, to identify the factors that account for change and to analyse the relationship between Internet creativity and wider sociocultural contexts. Creativity is defined as production and communication of cultural value. On this basis an operational concept of Internet creativity is developed which allows identifying regularities in the phenomena which have been usually studied separately. Case studies concern the evolution of Russian online media, the virtual persona as an artistic genre, the Russian community on LiveJournal and Jokes from Russia web site. The theoretical issues include the role of cultural identity and social context as a shaping force of Internet culture; motivation for creativity; user contribution, collaboration and the interplay between personal and collective creativity; the opposition between official and non-official spheres in Russian culture; issues of censorship and free speech.

    Natalia Fedorova - 15.02.2013 - 14:29

  7. Art and Electronic Media

    Art and Electronic Media is part of the Themes and Movements series published by Phaidon Press. This book demonstrates the formidable history of artistic uses of electronic media, a history that parallels the growing pervasiveness of technology in all facets of life. Over 200 artists and institutions from more than 30 countries are represented. The centrality of artists as theorists and critics is reflected in the focus on artists’ writings. The goal is to enable the rich genealogy of art and electronic media to be understood and seen – literally and figuratively – as central to the histories of art and visual culture.

    Elisabeth Nesheim - 07.03.2013 - 15:18

  8. Et P set forfra, bagfra og fra siden

    A reflective essay on the history of Afsnit P, from the beginning, through finding its form as a contemporary electronic culture critical website, towards the end and a new function as archive over added digital content and own development.

    Sissel Hegvik - 07.03.2013 - 20:56

  9. 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

  10. Semiótica e Cibercultura: "Metacarne", ou a vida depois da carne

    Semiótica e Cibercultura: "Metacarne", ou a vida depois da carne

    Luciana Gattass - 02.07.2013 - 19:30

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