Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417979
Category : Computers
Languages : en
Pages : 304
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
Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417979
Category : Computers
Languages : en
Pages : 304
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.
Publisher: JHU Press
ISBN: 1421417979
Category : Computers
Languages : en
Pages : 304
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
Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421417987
Category : Literary Criticism
Languages : en
Pages : 304
Book Description
Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. 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. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.
Publisher: JHU Press
ISBN: 1421417987
Category : Literary Criticism
Languages : en
Pages : 304
Book Description
Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. 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. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.
Narrative as Virtual Reality
Author: Marie-Laure Ryan
Publisher: Johns Hopkins University Press
ISBN: 9780801877537
Category : Literary Criticism
Languages : en
Pages : 0
Book Description
As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theory—the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text's creation.
Publisher: Johns Hopkins University Press
ISBN: 9780801877537
Category : Literary Criticism
Languages : en
Pages : 0
Book Description
As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theory—the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text's creation.
Storytelling for Virtual Reality
Author: John Bucher
Publisher: Taylor & Francis
ISBN: 1351809253
Category : Art
Languages : en
Pages : 346
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
Publisher: Taylor & Francis
ISBN: 1351809253
Category : Art
Languages : en
Pages : 346
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
Author: Marie-Laure Ryan
Publisher: U of Minnesota Press
ISBN: 9781452908786
Category : Interactive multimedia
Languages : en
Pages : 310
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.
Publisher: U of Minnesota Press
ISBN: 9781452908786
Category : Interactive multimedia
Languages : en
Pages : 310
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
Author: Eric R. Williams
Publisher: Routledge
ISBN: 1000341933
Category : Performing Arts
Languages : en
Pages : 274
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.
Publisher: Routledge
ISBN: 1000341933
Category : Performing Arts
Languages : en
Pages : 274
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
Author: Josephine Machon
Publisher: Bloomsbury Publishing
ISBN: 1137019859
Category : Performing Arts
Languages : en
Pages : 337
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.
Publisher: Bloomsbury Publishing
ISBN: 1137019859
Category : Performing Arts
Languages : en
Pages : 337
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.
Handbook of Research on Narrative Interactions
Author: Yilmaz, Recep
Publisher: IGI Global
ISBN: 179984904X
Category : Social Science
Languages : en
Pages : 401
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.
Publisher: IGI Global
ISBN: 179984904X
Category : Social Science
Languages : en
Pages : 401
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.
Dawn of the New Everything
Author: Jaron Lanier
Publisher: Henry Holt
ISBN: 1627794093
Category : Biography & Autobiography
Languages : en
Pages : 369
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.
Publisher: Henry Holt
ISBN: 1627794093
Category : Biography & Autobiography
Languages : en
Pages : 369
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.
The Johns Hopkins Guide to Digital Media
Author: Marie-Laure Ryan
Publisher: JHU Press
ISBN: 1421412233
Category : Computers
Languages : en
Pages : 553
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.
Publisher: JHU Press
ISBN: 1421412233
Category : Computers
Languages : en
Pages : 553
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.