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  1. Designing Hypermedia for Learning

    From the publisher: This most unusual book results from the NATO Advanced Research Work­ shop, "Designing Hypertext/Hypermedia for Learning", held in Rottenburg am Neckar, FRO, from July 3-8, 1989. The idea for the workshop resulted from the burgeoning interest in hypertext combined with the frustrating lack of literature on leaming applications for hypertext. There was little evidence in 1988 that hypertext could successfully support learning out­ comes. A few projects were investigating hypertext for learning, but few conclusions were available and little if any advice on how to design hyper­ text for learning applications was available. Could hypertext support learning objectives? What mental processing requirements are unique to learning outcomes? How would the processing requirements of learning outcomes interact with unique user processing requirements of browsing and constructing hypertext? Should hypertext information bases be restruc­ tured to accommodate learning outcomes? Should the user interface be manipulated in order to support the task functionality of learning outcomes?

    Heidi Haugsdal Kvinge - 29.09.2021 - 17:48

  2. Hypermedia and instruction: where is the match?

    Hypermedia and instruction: where is the match?

    Heidi Haugsdal Kvinge - 29.09.2021 - 18:02

  3. Artists Re:Thinking Games

    Digital games are important not only because of their cultural ubiquity or their sales figures but for what they can offer as a space for creative practice. Games are significant for what they embody; human computer interface, notions of agency, sociality, visualisation, cybernetics, representation, embodiment, activism, narrative and play. These and a whole host of other issues are significant not only to the game designer but also present in the work of the artist that thinks and rethinks games. Re-appropriated for activism, activation, commentary and critique within games and culture, artists have responded vigorously.

    Over the last decade artists have taken the engines and culture of digital games as their tools and materials. In doing so their work has connected with hacker mentalities and a culture of critical mash-up, recalling Situationist practices of the 1950s and 60s and challenging and overturning expected practice.

    Daniel Johannes Flaten Rosnes - 29.09.2021 - 23:49

  4. Words Matter: Nick Montfort's Ad Verbum

    A close reading of Nick Montfort's Ad Verbum

    Daniel Johannes Flaten Rosnes - 29.09.2021 - 23:57

  5. "Play, Memory": Shadow of the Colossus and Cognitive Workouts

    This paper applies the distinction of episodic and procedural memory from cognitive science to the experience of contemporary video games. It aims to illustrate how participation in the simulative digital environments of "coherent world games" not only draws on but also relies on both forms of memory. Toward this end, the paper employs Fumito Ueda's _Shadow of the Colossus_ (2005), a game that combines a complexity of interaction (play and puzzle-solving) with a narrative complexity that allows for - and encourages - an interpretative understanding of its characters and storyworld. (Source: Abstract)

     

     

    Daniel Johannes Flaten Rosnes - 30.09.2021 - 00:06

  6. Hypertext: An Introduction and Survey

    An early text, first published in 1987, discussing the advantages and disadvantages of hypertext technology and the possibilites it offers.

    Daniel Johannes Flaten Rosnes - 30.09.2021 - 00:40

  7. Sites of conflict: the challenges of hypertextualizing composition in the college writing class

    Sites of conflict: the challenges of hypertextualizing composition in the college writing class

    Heidi Haugsdal Kvinge - 30.09.2021 - 20:55

  8. Virtually Human: The Electronic Page, the Archived Body, and Human identity

    Virtually Human: The Electronic Page, the Archived Body, and Human identity

    Ashleigh Steele - 01.10.2021 - 11:11

  9. The Future of the Page

    The Future of the Page is a collection of essays that presents the best of recent critical theory on the history and future of the page and its enormous influence on Western thought and culture. Spanning the centuries between the earliest record of the page and current computerized conceptions of page-like entities, the essays examine the size of the page, its relative dimensions, materials, design, and display of information.

    Ashleigh Steele - 01.10.2021 - 11:13

  10. Text und Kritik (152 Digitale Literatur)

    Von Verlag: Welche ästhetischen Potenziale ergeben sich für Literatur, die unmittelbar in und aus digitalen Medien entsteht? Wie verändern sich Texte in dieser Art von Literatur, deren Existenzgrundlage die digitale Form ist? Was ist das Netzige an Netzliteratur? Es gilt, den Herausforderungen nachzugehen, die das Digitale mit sich bringt.

    Heidi Haugsdal Kvinge - 01.10.2021 - 14:39

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