Narrative as Virtual Reality 2

Narrative as Virtual Reality 2 PDF Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417979
Category : Computers
Languages : en
Pages : 304

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Book Description
"In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature."--Page [4] of cover.

Narrative as Virtual Reality 2

Narrative as Virtual Reality 2 PDF Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417979
Category : Computers
Languages : en
Pages : 304

Get Book Here

Book Description
"In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature."--Page [4] of cover.

Storytelling for Virtual Reality

Storytelling for Virtual Reality PDF Author: John Bucher
Publisher: Taylor & Francis
ISBN: 1351809253
Category : Art
Languages : en
Pages : 346

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Book Description
Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Avatars of Story

Avatars of Story PDF Author: Marie-Laure Ryan
Publisher: U of Minnesota Press
ISBN: 9781452908786
Category : Interactive multimedia
Languages : en
Pages : 310

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Book Description
Marie-Laure Ryan moves beyond literary works to examine other media, especially electronic narrative forms, revealing how story, a form of meaning that transcends cultures and media, achieves diversity by presenting itself under multiple avatars. Ryan considers texts such as the reality television show Survivor, the film The Truman Show, and software-driven hypertext fiction, and anticipates the time when media will provide new ways to experience stories.

Virtual Reality Cinema

Virtual Reality Cinema PDF Author: Eric R. Williams
Publisher: Routledge
ISBN: 1000341933
Category : Performing Arts
Languages : en
Pages : 274

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Book Description
Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there’s no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University’s Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.

Immersive Theatres

Immersive Theatres PDF Author: Josephine Machon
Publisher: Bloomsbury Publishing
ISBN: 1137019859
Category : Performing Arts
Languages : en
Pages : 344

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Book Description
This comprehensive text is the first survey to explore the theory, history and practice of immersive theatre. Charting the rise of the immersive theatre phenomenon, Josephine Machon shares her wealth of expertise in the field of contemporary performance, inviting the reader to immerse themselves within this abundantly illustrated text. The first section of the book introduces concepts of immersion, situating them within a historical context and establishing a clear critical vocabulary for discussion. The second section then presents contributions from a wealth of immersive artists. Assuming no prior knowledge with its critical commentary, this is a rich resource for lecturers and students at all levels and internationally, including undergraduates and post-graduates, as well as practitioners and researchers of contemporary performance. This would also be an ideal text for general enthusiasts and readers with an interest in immersive theatre.

Dawn of the New Everything

Dawn of the New Everything PDF Author: Jaron Lanier
Publisher: Henry Holt
ISBN: 1627794093
Category : Biography & Autobiography
Languages : en
Pages : 369

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Book Description
The Microsoft interdisciplinary scientist largely credited with popularizing virtual reality reflects on his lifelong relationship with technology, showing VR's ability to illuminate and amplify our understanding of our species and how the brain and body connect to the world. By the author of You Are Not a Gadget. --Publisher.

Handbook of Research on Narrative Interactions

Handbook of Research on Narrative Interactions PDF Author: Yilmaz, Recep
Publisher: IGI Global
ISBN: 179984904X
Category : Social Science
Languages : en
Pages : 401

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Book Description
Our understanding of the concept of narrative has undergone a significant transformation over time, particularly today as new communication technologies are developed and popularized. As new narrative genres are born and old ones undergo great change by the minute, a thorough understanding can shed light on which storytelling elements work best in what format. That deep understanding can then help build strong, satisfying stories. The Handbook of Research on Narrative Interactions is an essential publication that examines the relationships between types of narratives in a shifting and widening scope of storytelling forms. While highlighting a wide range of topics including contemporary culture, advertising, and transmedia storytelling, this book is ideally designed for media professionals, content creators, advertisers, entrepreneurs, researchers, academicians, and students.

Play Anything

Play Anything PDF Author: Ian Bogost
Publisher: Basic Books
ISBN: 0465096506
Category : Science
Languages : en
Pages : 290

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Book Description
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

The Johns Hopkins Guide to Digital Media

The Johns Hopkins Guide to Digital Media PDF Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421412233
Category : Computers
Languages : en
Pages : 553

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Book Description
The first systematic, comprehensive reference covering the ideas, genres, and concepts behind digital media. The study of what is collectively labeled “New Media”—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.

Virtual Storytelling; Using Virtual Reality Technologies for Storytelling

Virtual Storytelling; Using Virtual Reality Technologies for Storytelling PDF Author: Olivier Balet
Publisher: Springer Science & Business Media
ISBN: 3540205357
Category : Computers
Languages : en
Pages : 243

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Book Description
This book constitutes the refereed proceedings of the Second International Conference on Virtual Storytelling, ICVS 2003, held in Toulouse, France in November 2003. The 27 revised full papers presented together with 3 invited papers were carefully reviewed and selected for presentation. The papers are organized in topical sections on real-time technologies, narrativity and authoring, mediation and interface, virtual characters, mixed reality, and applications.