What Interactive Narratives Do That Print Narratives Cannot 3
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The Origins of Electronic Literature. an Overview. As Origens Da Literatura Eletrônica
Texto Digital, Florianópolis, v. 15, n. 1, p. 4-27, jan./jun. 2019. https://doi.org/10.5007/1807-9288.2019v15n1p4 The Origins of Electronic Literature. An Overview. As origens da Literatura Eletrônica. Um panorama. Giovanna Di Rosarioa; Kerri Grimaldib; Nohelia Mezac a Politecnico di Milano, Milano, Italy - [email protected] b Hamilton College, Clinton, New York United States of America - [email protected] c University of Leeds, Leeds, United Kingdom - [email protected] Keywords: Abstract: The aim of this article is to sketch the origins of electronic literature and to Electronic highlight some important moments in order to trace its history. In doing so we consider Literature. Origins. the variety of languages, cultural backgrounds, cultural heritages, and contexts in which Development. digital literature has been created. The article is divided into five sections: a brief World. history of electronic literature in general (however, we must admit that this section has a very ethnocentric point of view) and then four other sections divided into North American, Latin American, European (Russia included), and Arab Electronic Literature. Due to the lack of information, there is no section devoted to Electronic Literature in Asia, although a few texts will be mentioned. We are aware of the limits of this division and of the problems it can create, however, we thought it was the easiest way to shortly map out the origins of electronic literature and its development in different countries and continents. The article shows how some countries have developed their interest in and creation of electronic literature almost simultaneously, while others, just because of their own cultural background and/or contexts (also political and economic contexts and backgrounds), have only recently discovered electronic literature, or accepted it as a new form of the literary genre. -
A Guide to the Josh Brandt Video Game Collection Worcester Polytechnic Institute
Worcester Polytechnic Institute DigitalCommons@WPI Collection Guides CPA Collections 2014 A guide to the Josh Brandt video game collection Worcester Polytechnic Institute Follow this and additional works at: http://digitalcommons.wpi.edu/cpa-guides Suggested Citation , (2014). A guide to the Josh Brandt video game collection. Retrieved from: http://digitalcommons.wpi.edu/cpa-guides/4 This Other is brought to you for free and open access by the CPA Collections at DigitalCommons@WPI. It has been accepted for inclusion in Collection Guides by an authorized administrator of DigitalCommons@WPI. Finding Aid Report Josh Brandt Video Game Collection MS 16 Records This collection contains over 100 PC games ranging from 1983 to 2002. The games have been kept in good condition and most are contained in the original box or case. The PC games span all genres and are playable on Macintosh, Windows, or both. There are also guides for some of the games, and game-related T-shirts. The collection was donated by Josh Brandt, a former WPI student. Container List Container Folder Date Title Box 1 1986 Tass Times in Tonestown Activision game in original box, 3 1/2" disk Box 1 1989 Advanced Dungeons & Dragons - Curse of the Azure Bonds 5 1/4" discs, form IBM PC, in orginal box Box 1 1988 Life & Death: You are the Surgeon 3 1/2" disk and related idtems, for IBM PC, in original box Box 1 1990 Spaceward Ho! 2 3 1/2" disks, for Apple Macintosh, in original box Box 1 1987 Nord and Bert Couldn't Make Heads or Tails of It Infocom, 3 1/2" discs, for Macintosh in original -
Starship Titanic: a Novel Free
FREE STARSHIP TITANIC: A NOVEL PDF Douglas Adams,Terry Jones | 246 pages | 10 Sep 2009 | Random House USA Inc | 9780345368430 | English | New York, United States Douglas Adams's Starship Titanic by Terry Jones: | : Books Look Inside. Arguably the greatest collaboration in the whole history of comedy! Terry Jones of Monty Python wrote the book. In the nude! Parents be warned! Most of the words Starship Titanic: A Novel this book were Starship Titanic: A Novel by a naked man! You want to argue with that? All right, we give in. Starship Titanic is the greatest, most fabulous, most technologically advanced interstellar Starship Titanic: A Novel line ever built. Furthermore, it cannot possibly go wrong. And disappears. Coming home that night, on a little known planet called Earth, Dan and Lucy Gibson find something very large and very, very shiny sticking into their house. The saga of "the ship that cannot possibly go wrong" sparkles with wit, danger, and confusion that will keep readers Starship Titanic: A Novel which reality they are in and how, on earth, to find their way out again. At the center of the galaxy, a vast, unknown civilization is preparing for an event of epic proportions: the launching of the greatest, most gorgeous, most technologically advanced Starship ever built-the Starship Titanic. An earthling would see it as a mixture of the Starship Titanic: A Novel Building, the tomb of Tutankhamen, and Venice. He is an old man now, and the creation of the Starship Titanic is the pinnacle achievement of his twenty-year career. The night before the launch, Leovinus is prowling around the ship having a last little look. -
Reciprocity in Experimental Writing, Hypertext Fiction, and Video Games
UNDERSTANDING INTERACTIVE FICTIONS AS A CONTINUUM: RECIPROCITY IN EXPERIMENTAL WRITING, HYPERTEXT FICTION, AND VIDEO GAMES. A thesis submitted to The University of Manchester for the degree of Doctor of Philosophy in the Faculty of Humanities 2015 ELIZABETH BURGESS SCHOOL OF ARTS, LANGUAGES AND CULTURES 2 LIST OF CONTENTS Abstract 3 Declaration 4 Copyright Statement 5 Acknowledgements 6 Introduction 7 Chapter One: Materially Experimental Writing 30 1.1 Introduction.........................................................................................30 1.2 Context: metafiction, realism, telling the truth, and public opinion....36 1.3 Randomness, political implications, and potentiality..........................53 1.4 Instructions..........................................................................................69 1.41 Hopscotch...................................................................................69 1.42 The Unfortunates........................................................................83 1.43 Composition No. 1......................................................................87 1.5 Conclusion...........................................................................................94 Chapter Two: Hypertext Fiction 96 2.1 Introduction.........................................................................................96 2.2 Hypertexts: books that don’t end?......................................................102 2.3 Footnotes and telling the truth............................................................119 -
Ethics of Infinite Improbability and the Logic of Jokes a Look at the Philosophical Inquiry in Douglas Adams' Hitchhiker-Serie
Ethics of Infinite Improbability and the Logic of Jokes A look at the philosophical inquiry in Douglas Adams’ Hitchhiker-series By Håvard Haugland Bamle Acknowledgements: Upon completion of this MA thesis, I thank my teacher, Professor Michael J. Prince, who advised me on this thesis, and who has taught me much more than what is to be found here. I thank my wife, Linn Elise Larsen, for continued support, patience with my work schedule, and deep interest in the topics that interest me as well. And I thank my friend, Daniel Helland, who has been an invaluable philosophical sparring partner and bouncing wall, for encouragement and challenging discussions along the way. 2 Table of contents Acknowledgements ……………………………………….………………………………………………………………………2 Table of contents ……………………………………………………………………………………………………………….….3 Part 1: Towards considering Hitchhiker as a novel of philosophical inquiry.……4 Introduction: Hitchhiker as a philosophical novel ……………………………........................................5 The comparative approach and the stylistics of philosophical fiction ……………………………….….11 Comparative plot synopsis and main philosophical themes ………………………………………………….19 Philosophical outline: the five categories in Hitchhiker ………………………………………………………...23 Part 2: The philosophy of Hitchhiker …………………………………………….………………44 Chapter 1: What is rational? Logic in Hitchhiker.…....................................................................45 Chapter 2: How can we have knowledge? Epistemology in Hitchhiker.………..….…………………….56 Chapter 3: What is real? Metaphysics -
Starship Titanic
Starship Titanic Known mainly for his highly popular series Hitchhiker’s Guide to the Galaxy, Douglas Adams was really interested in technology. The game Starship Titanic was supposed to be a new wave in interactive gaming. Due to some final- final deadlines and an original underestimation of the technical complexity involved, what was promised wasn’t quite achieved, but what resulted is still pretty cool. How Much will That Cost? As the game opens, a spaceship crashes into your home. You can stick around Earth and call the carpenters, or go aboard. Unfortunately, the ship is the Starship Titanic, the newest and brightest, and something has gone horribly wrong. Now, all you have to do is figure out what happened, fix it, and ask the robots in control to drop you back off on Earth. Where Am I? Criticism of the game include comments such as: it’s too slow, nothing’s going on, and what am I supposed to do and why should I care? In-game help is limited- Information comes from robots and a parrot, the parrot wants a cracker and the robots are… malfunctioning. Interestingly, these are also the aspects that can make it rather fun. The game is directed almost entirely by the user. Completion of certain tasks leads to new tasks, access to new spaces, and more information, as expected. But guidance is limited. Nothing happens unless the user tries to make something happen (such as calling a robot.) In this way the user is a confused, lost Earthman, stuck on a broken spaceship until he can figure it out and get home. -
Chapter 1 1. Anthony J. Niez and Norman N. Holland, “Interactive
notes.qxd 11/15/1999 9:14 AM Page 173 Notes Chapter 1 1. Anthony J. Niez and Norman N. Holland, “Interactive Fiction,” Critical Inquiry 11 (1984): 111. 2. Articles on readers and hypertexts include Stuart Moulthrop and Nancy Kaplan, “Something to Imagine: Literature, Composition, and Inter- active Fiction,” Computers and Composition 9, no. 1 (1991): 7–24; Moulthrop and Kaplan, “They Became What They Beheld: The Futility of Resistance in the Space of Hypertext Writing,” in Literacy and Computers: The Complications of Teaching and Learning with Technology, ed. Susan Hilligoss and Cynthia L. Selfe (New York: Modern Language Association, 1991), 105–32; Michael Joyce, “Siren Shapes: Exploratory and Constructive Hypertexts,” Academic Computing 3, no. 4 (1988): 10–14, 37–42; J. Yel- lowlees Douglas, “Plucked from the Labyrinth: Intention, Interpretation, and Interactive Narratives,” in Knowledge in the Making: Challenging the Text in the Classroom, ed. Bill Corcoran, Mike Hayhoe, and Gordon M. Pradl (Portsmouth, N.H.: Boynton/Cook, 1994), 179–92; Douglas, “Gaps, Maps, and Perception: What Hypertext Readers (Don’t) Do,” Perforations 3 (spring–summer 1992): 1–13. 3. Jurgen Fauth, “Poles in Your Face: The Promises and Pitfalls of Hyper‹ction,” Mississippi Review 2, no. 6 (September 1995): <http://orca.st.usm.edu/mrw/backweb.html>. 4. Thomas Swiss, “Music and Noise: Marketing Hypertexts,” review of Eastgate Systems, Inc., Post Modern Culture 7, no. 1 (1996): <http:// jefferson.village.virginia.edu/pmc/text-only/issue.996/review-4.996>. 5. Espen J. Aarseth, Cybertext: Perspectives on Ergodic Literature (Bal- timore: Johns Hopkins University Press, 1997), 49. 6. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Cool Things You Can Do with Lasers
Cool Things you can do with Lasers Aidan Arnold A thesis submitted for the degree of Master of Science at the University of Otago, Dunedin, New Zealand August 19, 1996 i Abstract Theoretical and experimental investigations into a variety of laser cooling phenomena are presented. An overview of the history of laser cooling is followed by an in-depth study of analytic Doppler theory, as applied to both MOTs and optical molasses. The 3D distributions of Gajda et al. [27] are generalised, allowing the inclusion of both intensity and frequency imbalances. Forces arising from reradiation and absorption are then added to the description, with particular em- phasis on the non-conservative absorptive force. Constant-temperature solutions do not appear to exist for the di®erential equations which arise in such a regime, raising questions about the validity of commonly used density relations based on this assumption. Possible errors in the formalism are covered, as well as their means of recti¯cation. Work on the theoretical Doppler forces involved in ring-shaped MOT structures is reviewed, and possible solutions to the present discrepancy between theoretical and experimental studies in this ¯eld are discussed in the context of reradiation. Analytic theory as well as a Doppler Monte Carlo simulation are employed. A brief description of sub-Doppler theory is succeeded by a theoretical study of the 3D standing waves in laser cooling apparatus, focusing on the relative phases of the laser beams. Properties of various laser polarisation con¯gurations are discussed with respect to the Sisyphus parameter p; of Steane et al. -
Interactive Digital Narrative History, Theory and Practice
Interactive Digital Narrative History, Theory and Practice Edited by Hartmut Koenitz, Gabriele Ferri, Mads Haahr, Diğdem Sezen and Tonguç İbrahim Sezen First published 2015 by Routledge 711 Third Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2015 Taylor & Francis The right of the editor to be identified as the author of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging in Publication Data [CIP data] ISBN: 978-1-138-78239-6 (hbk) ISBN: 978-1-315-76918-9 (ebk) Typeset in Sabon by codeMantra Contents Foreword ix NICK MONTFOrt Acknowledgments xv 1 Introduction: Perspectives on Interactive Digital Narrative 1 Hartmut KOENITZ, GABRIELE FERRI, MADS HAAHR, DIğDEM SEZEN AND TONGUÇ İBRAHIM SEZEN SECTION I: IDN HISTORY Introduction: A Concise History of Interactive Digital Narrative 9 -
Towards a Research Method for Hypertext Fiction
New Writing: International Journal for the Practice and Theory of Creative Writing, 2014 http://dx.doi.org/10.1080/14790726.2014.932390 ‘An Infinitude of Possible Worlds’: Towards a Research Method for Hypertext Fiction Spencer Jordan* Department of Humanities, Cardiff School of Education, Cardiff Metropolitan University, Cyncoed Campus, Cardiff, UK (Received 26 March 2014; accepted 22 May 2014) While the investigation of creative writing as a research method is gathering apace, little work has been done into the specific case of hypertext fiction (fiction written through a digital medium). This paper argues that, while there remain certain similarities between paper-based and digital texts, fundamental differences in design and construction remain. If hypertext fictions are to be successfully understood, then the role and purpose of the digital writer needs to be more fully analysed as part of the creative process. This paper argues that Possible Worlds Theory offers a way forward. With its focus on the ontological structures created by hypertext fiction, Possible World Theory actively embraces narrative indeterminacy and ontological changeability. In this sense the method provides a structured means by which the creative manipulation of the unique affordances of a digital medium by a writer can be theorised. Keywords: hypertext, digital, fiction, research, method, interactivity Introduction As Kroll and Harper have written, ‘the development of creative writing as a research discipline … has not yet been well documented’ (2013, 1). However, with the increasing popularity of creative writing courses across UK univer- sities (a trend likely to be sustained by developments such as AQA’s new A level in Creative Writing), the need for a critical understanding of creative writing as a research method could not be more apposite. -
Footnotes in Fiction: a Rhetorical Approach
FOOTNOTES IN FICTION: A RHETORICAL APPROACH DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Edward J. Maloney, M.A. * * * * * The Ohio State University 2005 Dissertation Committee: Approved by Professor James Phelan, Adviser Professor Morris Beja ________________________ Adviser Professor Brian McHale English Graduate Program Copyright by Edward J. Maloney 2005 ABSTRACT This study explores the use of footnotes in fictional narratives. Footnotes and endnotes fall under the category of what Gérard Genette has labeled paratexts, or the elements that sit above or external to the text of the story. In some narratives, however, notes and other paratexts are incorporated into the story as part of the internal narrative frame. I call this particular type of paratext an artificial paratext. Much like traditional paratexts, artificial paratexts are often seen as ancillary to the text. However, artificial paratexts can play a significant role in the narrative dynamic by extending the boundaries of the narrative frame, introducing new heuristic models for interpretation, and offering alternative narrative threads for the reader to unravel. In addition, artificial paratexts provide a useful lens through which to explore current theories of narrative progression, character development, voice, and reliability. In the first chapter, I develop a typology of paratexts, showing that paratexts have been used to deliver factual information, interpretive or analytical glosses, and discursive narratives in their own right. Paratexts can originate from a number of possible sources, including allographic sources (editors, translators, publishers) and autographic sources— the author, writing as author, fictitious editor, or one or more of the narrators.