Interactivity in Ico: initial involvement, immersion, investment
ICEC '03 Proceedings of the second international conference on Entertainment computing
Proceedings of the fifteenth ACM conference on Hypertext and hypermedia
Minimal structures for stories
Proceedings of the 1st ACM workshop on Story representation, mechanism and context
oTTomer: an interactive adventure system for children
Proceedings of the 1st ACM workshop on Story representation, mechanism and context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Interactive drama and user centered product concept design
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
Time and computer games or "no, that's not what happened"
Proceedings of the 3rd Australasian conference on Interactive entertainment
Where are my legs?: embodiment gaps in avatars
Proceedings of the 2006 international conference on Game research and development
Using dramaturgical methods to gain more dynamic user understanding in user-centered design
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
Breathalyzing physio-cybertext
Proceedings of the eighteenth conference on Hypertext and hypermedia
Madame bovary on the holodeck: immersive interactive storytelling
Proceedings of the 15th international conference on Multimedia
Back to the Holodeck: new life for virtual reality?
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Towards a taxonomy of perceived agency in narrative game-play
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Bridging the gap: balancing faculty expectations and student realities in computer gaming courses
Future Play '07 Proceedings of the 2007 conference on Future Play
Character play: the use of game characters in multi-player role-playing games across platforms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Interactive TV narratives: Opportunities, progress, and challenges
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Lost cause, an interactive film project
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Realism in gameplay: digital fiction and embodiment
SRMC '08 Proceedings of the 2nd ACM international workshop on Story representation, mechanism and context
The Audio Adventurer: Design of a Portable Audio Adventure Game
Proceedings of the 2nd International Conference on Fun and Games
Interactive Narrative, Plot Types, and Interpersonal Relations
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Neo-immersion: awareness and engagement in gameplay
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Curveship: an interactive fiction system for interactive narrating
CALC '09 Proceedings of the Workshop on Computational Approaches to Linguistic Creativity
Virtual Heritage Tours: Developing Interactive Narrative-Based Environments for Historical Sites
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Alice through the inter-face electronic mirrors as human-computer-interface
ERCIM'06 Proceedings of the 9th conference on User interfaces for all
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Drawn from memory: reminiscing, narrative and the visual image
International Journal of Computers in Healthcare
Prince of Persia: the sands of time: the story of playing a game
Well Played 2.0
Making and unmaking place in the darkness
Well Played 2.0
Level design as model transformation: a strategy for automated content generation
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Understanding student engagement in 3D virtual learning environments
International Journal of Technology Enhanced Learning
Towards the problem of maintaining suspense in interactive narrative
Proceedings of the 7th Australasian Conference on Interactive Entertainment
Did it make you cry? creating dramatic agency in immersive environments
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
Interactivity and digital environments: designing a storymap for gormenghast explore
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
Telling stories through space: the mindstage project
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
The hacker: new mythical content of narrative games
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Plot clusters – intertwined and re-playable storyline components in a multiplayer RPG
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Ghost worlds – time and consequence in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
EVA'10 Proceedings of the 2010 international conference on Electronic Visualisation and the Arts
Sonic Cradle: designing for an immersive experience of meditation by connecting respiration to music
Proceedings of the Designing Interactive Systems Conference
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Does locality make a difference? Assessing the effectiveness of location-aware narratives
Interacting with Computers
Back to 2nd AD a VR on-line experience with virtual Rome project
VAST'08 Proceedings of the 9th International conference on Virtual Reality, Archaeology and Cultural Heritage
"the approval of the franciscan rule": virtual experience among the characters of Giotto's Work
VAST'10 Proceedings of the 11th International conference on Virtual Reality, Archaeology and Cultural Heritage
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
Virtual stage sets in live performing arts (from the spectator to the spect-actor)
Proceedings of the Virtual Reality International Conference: Laval Virtual
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From the Publisher:Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality, the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Formerly a culture of immersive idealsgetting lost in a good book, for examplewe are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and interactivity to develop a phenomenology of reading. Ryan's analysis encompasses both traditional literary narratives and the new textual genres made possible by the electronic revolution of the past few years, such as hypertext, electronic poetry, interactive movies and drama, digital installation art, and computer role-playing games. Interspersed among the book's chapters are several "interludes" that focus exclusively on either key literary texts that foreshadow what we now call "virtual reality," including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science-fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext "novel" Twelve Blue, by Michael Joyce, and I'm Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theorythe 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. About the Author: Marie-Laure Ryan is an independent scholar and former software consultant. She is the author of Possible Worlds, Artificial Intelligence, and Narrative Theory and the editor of Cyberspace Textuality: Computer Technology and Literary Theory.