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  1. Two Dimensions for classifying interactive digital narratives

    In this paper, I introduce two dimensions for classifying interactive digital narratives to allow comparisons between works in different traditions with the aim to improve the dialogue across these divides. Electronic literature and other forms of interactive digital narratives exist in many forms, amongst them Interactive Fiction (IF), hypertext fiction (HF), narrative-focused video games, interactive documentaries, art installations and VR/AR works. Between these different forms, underlying models, artistic approaches and descriptive vocabulary differ considerably. I propose to map different works and positions along the dimensions of narrative status and player/interactor role. These two dimensions enable comparisons and are a stepping stone towards a more developed analytical matrix in the future

    Linn Heidi Stokkedal - 29.08.2018 - 15:20

  2. The Inform User’s Manual

    The Inform User’s Manual

    Ana Castello - 03.10.2018 - 18:51

  3. A Book Itself Is a Little Machine: Emily Short’s Interactive Fiction.

    A Book Itself Is a Little Machine: Emily Short’s Interactive Fiction.

    Ana Castello - 09.10.2018 - 12:02

  4. Open-work: Dining at the Interstices

    Open-work: Dining at the Interstices

    Ana Castello - 09.10.2018 - 12:54

  5. Enlightening Interactive Fiction: Andrew Plotkin's Shade

    Jeremy Douglass evaluates Shade within the history of interactive fiction, and considers how light is represented in the code structure of scene descriptions, arguing that "[w]ithout vision there is no agency."

    The source is the essay-review on www.electronicbookreview.com written by Jeremy Douglass

    Kristina Igliukaite - 14.05.2020 - 21:51

  6. Fractured Fairy Tale Project

    Fractured Fairy Tale Project

    Mark Sample - 25.06.2020 - 22:07

  7. Early Electronic Literature in the Romantic Tradition

    In searching for literary models for digital writing, current scholarship will often suggest James Joyce, yet pioneering writers working directly indigital forms looked repeatedly instead to British Romantic authors. This dissertation examines the early history of electronic literature, showing the significance of a Romantic tradition with which a selection of digital authors self-consciously identified themselves and their goals. Electronic literature is an emerging genre of literary works which are designed to be read on a computer, and by focusing on the pre-Web 2.0 era, my project looks specifically to the largely text-based sub-genres of interactive fiction and hypertext fiction, non-linear works which respectively enable progression through text inputs from users or clicking hyperlinks. Though many major scholars of digital humanities are Romanticists by training, the critical history of electronic literature focuses heavily on the genre’s modernist and postmodernist contexts.

    Jill Walker Rettberg - 15.09.2020 - 15:15

  8. Changeful Tales: Design-Driven Approaches Toward More Expressive Storygames

    Stories in released games are still based largely on static and predetermined structures, despite decades of academic work to make them more dynamic. Making game narratives more playable is an important step in the evolution of games and playable media as culturally relevant art forms. In the same way interactive systems help students learn about complicated subjects like physics in a more intuitive and immediate way than static texts, more dynamic interactive stories open up new ways of understanding people and situations. Such dreams remain mostly unrealized in released and playable games.

    Mads Bratten Myking - 16.09.2020 - 11:37

  9. Generating Narrative in an Interactive Fiction Game

    This thesis explores a niche field of Computer Science called Interactive Fiction, a field that utilizes the conventions of a regular story to offer multiple variations on how the story plays out. Our goal is to explore the possibility of developing a game that can generate a story file during game play that not only reads like a short story but reflects the events that transpire during a given game play. During development, we have determined that keeping track of various "states", we can simulate a narrative based on actions that transpire in the game.

    We developed the game using a language called Inform 7. Inform 7 is a language developed for Interactive Fiction. It contains classes with functionality similar to real-life objects from a narrative stand-point and provides a system of rules that can be edited to simulate real-life actions and events. The language also bases its syntax on English and is thus easy to read and understand.

    Martin Li - 16.09.2020 - 14:14

  10. Open to Construction: reading and writing bodies in digital fiction and the open web platform

    Drawing parallels between the open web platform and the open way a fictional body can be constructed from a text, this paper explores the creative and ethical strategies employed in the creation of a feminist interactive digital fiction for body image narrative therapy, advocacy and plurality. The digital fiction was created with and for young women and gender non-conforming individuals from diverse intersectional backgrounds.

    If, as Possible Worlds theory posits, the real world serves as a model for the mental construction of textual fictional storyworlds, it follows that our experience and knowledge of real bodies, including our own bodies, serve as a model for the mental construction of textual fictional bodies. Unless a text draws attention to the physical appearance of a fictional character, the reader will tend to assume, according to Ryan's 'principle of minimal departure' (1991), that their body conforms to a familiar or generic norm (two eyes, two arms, two legs, etc.).

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 01:21

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