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  1. The Functional Point of View: New Artistic Forms for Programmed Literary Works

    This essay analyzes the functioning of a text that was designed to be read in a private context, that uses the computer as an active tool during the reading, and that can be published on a permanent medium such as CD-ROM. The work is approached in its dual functioning mode: synchronic and diachronic. A functional model is proposed, which involves an analysis of the functions that operate in the communication process between the reader and the author. In this model, the work appears as a process and no longer as an object. The reading and the materialization of the object read become interdependent. The author analyzes the relationships between readability and faithfulness in the resulting work, properties that may be incompatible in the final text.

    Source: Author's Abstract

    Patricia Tomaszek - 21.10.2013 - 18:14

  2. Digital Fictions: Storytelling in a Material World

    When researchers in computer-mediated communications discuss digital textuality, they rarely venture beyond the now commonplace notion that computer textuality embodies contemporary post-structuralist theories. Written for students and faculty of contemporary literature and composition theories, this book is the first to move from general to specific considerations. Advancing from general considerations of how computers are changing literacy, "Digital Fictions" moves on to a specific consideration of how computers are altering one particular set of literature practices: reading and writing fiction.

    Patricia Tomaszek - 24.09.2015 - 11:25

  3. 80 days: Breaking the Boundaries between Video Games and Literature

    “Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock.

    Hannah Ackermans - 06.02.2017 - 15:59

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