An Approach to Hypertext Fiction for Mobile Devices
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Electronic Literature: Contexts and Poetics Author(S) Heckman, Davin; O'sullivan, James Publication Date 2018 Original Citation Heckman, D
UCC Library and UCC researchers have made this item openly available. Please let us know how this has helped you. Thanks! Title Electronic literature: contexts and poetics Author(s) Heckman, Davin; O'Sullivan, James Publication date 2018 Original citation Heckman, D. and O'Sullivan, J. (2018) 'Electronic Literature: Contexts and Poetics' In: Literary Studies in a Digital Age, New York: Modern Language Association. doi: 10.1632/lsda.2018.14 Type of publication Book chapter Link to publisher's https://dlsanthology.mla.hcommons.org/electronic-literature-contexts- version and-poetics/ http://dx.doi.org/10.17613/M6K649S3G http://dx.doi.org/10.1632/lsda.2018.14 Access to the full text of the published version may require a subscription. Rights © 2018 the authors. Published by MLA under an Attribution- ShareAlike license http://creativecommons.org/licenses/by-sa/4.0/ Item downloaded http://hdl.handle.net/10468/6275 from Downloaded on 2021-09-28T09:46:47Z 2018 Davin Heckman and James O’Sullivan, “Electronic Literature: Con... about:reader?url=https://dlsanthology.mla.hcommons.org/electronic-liter... dlsanthology.mla.hcommons.org 41-52 minutes ¶ 1 This essay is part of the third iteration of the anthology. Since public review and commentary help scholars develop their ideas, the editors hope that readers will continue to comment on the already published essay. You may also wish to read the draft essay, which underwent open review in 2017, and the project history. Introduction ¶ 2 What is electronic literature? Producing a conclusive answer requires a response to a different but related perplexity that has persisted for far longer: What is literature? For Derrida, the “institutionless institution” of literature is “a paradoxical structure,” 1 of 28 2/1/2018, 12:12 AM 2018 Davin Heckman and James O’Sullivan, “Electronic Literature: Con.. -
Learning from Multimedia and Hypermedia
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Open Universiteit Nederland Chapter 15 Learning from Multimedia and Hypermedia Peter Gerjets and Paul Kirschner Abstract Computer-based multimedia and hypermedia resources (e.g., the world wide web) have become one of the primary sources of academic information for a majority of pupils and students. In line with this expansion in the field of education, the scientific study of learning from multimedia and hypermedia has become a very active field of research. In this chapter we provide a short overview with regard to research on learning with multimedia and hypermedia. In two review sections, we describe the educational benefits of multiple representations and of learner control, as these are the two defining characteristics of hypermedia. In a third review section we describe recent scientific trends in the field of multimedia/hypermedia learning. In all three review sections we will point to relevant European work on multimedia/hypermedia carried out within the last 5 years, and often carried out within the Kaleidoscope Network of Excellence. According to the interdisciplinary nature of the field this work might come not only from psychology, but also from technology or pedagogy. Comparing the different research activities on multimedia and hypermedia that have dominated the international scientific discourse in the last decade reveals some important differences. Most important, a gap seems to exist between researchers mainly interested in a “serious” educational use of multi- media/hypermedia and researchers mainly interested in “serious” experimental re- search on learning with multimedia/hypermedia. -
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. -
Hypermedia Apis for Sensor Data: a Pragmatic Approach to the Web of Things
Hypermedia APIs for Sensor Data: A pragmatic approach to the Web of Things The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Russell, Spencer, and Joseph Paradiso. “Hypermedia APIs for Sensor Data: A Pragmatic Approach to the Web of Things.” Proceedings of the 11th International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (2014). As Published http://dx.doi.org/10.4108/icst.mobiquitous.2014.258072 Publisher European Union Digital Library/ICST Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/103763 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Hypermedia APIs for Sensor Data A pragmatic approach to the Web of Things Spencer Russell Joseph A. Paradiso [email protected] [email protected] Responsive Environments Group MIT Media Lab Massachusetts Institute of Technology Cambridge, MA, USA ABSTRACT dards and protocols such as AllJoyn1 and MQTT2, other As our world becomes more instrumented, sensors are ap- projects [20] seek to use existing application-level Web stan- pearing in our homes, cars, and on our bodies [12]. These dards such as HTTP to provide an interface that is more sensors are connected to a diverse set of systems and pro- familiar to developers, and also that can take advantage of tocols driven by cost, power, bandwidth, and more. De- tooling and infrastructure already in place for the World spite this heterogeneous infrastructure, we need to be able Wide Web. These efforts are often dubbed the Web of to build applications that use that data, and the most value Things, which reflects the relationships to existing Web stan- comes from integrating these disparate sources together. -
An Interactive Non-Linear Adventure
Rochester Institute of Technology RIT Scholar Works Theses 12-6-1994 Live it! - An Interactive non-linear adventure Gedeon Maheux Talos Tsui Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Maheux, Gedeon and Tsui, Talos, "Live it! - An Interactive non-linear adventure" (1994). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Rochester Institute of Technology A Thesis Submitted to the Faculty of The College of Imaging Arts and Sciences in Candidacy for the Degree of Master of Fine Arts Live It! - An Interactive Non-Linear Adventure by Gedeon Maheux & Talos, Shu-Ming, Tsui December 6, 1994 Committee Sipnatures Thesis Approval ,James VerHague Date: /.2. ~ ~ ~ 't 'f chief adviser Deborah Beardslee Date: :1 &amkv'lf associate adviser (2. - Robert Keough Date: ('-1L( associate adviser Nancy Ciolek Date: / 2 - b -9if associate adviser David Abbott Date: /2- -1- >if associate adviser Mary ANn Begland Date: /2. - 7· 91 Department Chairperson Gedeon Maheux Date: _ MFA Candidate Talos, Shu-Ming, Tsui Date: _ MFA Candidate We. & hereby grant permission to the Wallace Memorial Library of RIT to reproduce our thesis in whole or in part. Any reproduction will not be for commercial use or profit. Acknowledgements We would like to thank our parents for their support, -
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 -
Extended Link Visualization with DHTML: the Web As an Open Hypermedia System
Extended Link Visualization with DHTML: The Web as an Open Hypermedia System Glenn Oberholzer and Erik Wilde Computer Engineering and Networks Laboratory Swiss Federal Institute of Technology, Z¨urich TIK Report 125 January 2002 Abstract The World Wide Web is by far the most successful hypermedia system, its name often being used synonymously for the Internet. However, it is based on a rather restricted hy- permedia model with limited linking functionality. Even though underlying systems may provide a richer data model, there is still the question of how to present this informa- tion in a Web-based interface in an easily understandable way. Assuming an underlying system similar to Topic Maps, which allows storing, managing, and categorizing meta data and links, we propose a presentation of extended links. We try to provide a usable way for users to handle the additional functionality. The mechanism is based on already available technologies like DHTML. It is one facet of our approach to make the Web more interconnected and to work towards a more richly and openly linked Web. Keywords: Electronic publishing (020), Graphic design (029), Hypermedia (036), Internet (045), World Wide Web (084), XLink, Linkbases, DHTML 1 Introduction Compared to many other hypermedia systems [24,11,16], the linking capabilities of the World Wide Web are rather limited. It only makes use of a few concepts of hypermedia. In recent years, however, new recommendations issued by the W3C like XML [3], XLink [10], and XPointer [9], or ISO/IEC’s Topic Maps [19] have tried to overcome this shortcoming. Due to the popularity of the Web, efforts have to be made to integrate and improve the current system with more sophisticated hypermedia concepts. -
Hypertext and Hypermedia Digital Multimedia, 2Nd Edition Nigel Chapman & Jenny Chapman Chapter 12
Hypertext and Hypermedia Digital Multimedia, 2nd edition Nigel Chapman & Jenny Chapman Chapter 12 This presentation © 2004, MacAvon Media Productions 12 384 Hypertext • Text augmented with links • Link: pointer to another piece of text in same or different document • Navigational metaphor • User follows a link from its source to its destination, usually by clicking on source with the mouse • Use browser to view and navigate hypertext © 2004, MacAvon Media Productions 12 385–386 Cursory History • Memex – V Bush, 1945 • Concept of linked documents; photo- mechanical realization never implemented • Xanadu – Ted Nelson, late 1960s/early 1970s • Intended as global system • Hypercard – Apple, 1987 • Shipped with every Mac; popularized concept • World Wide Web – 1992 © 2004, MacAvon Media Productions 12 386–388 Non-linearity • Hypertext not usually read linearly (from start to finish) • Links encourage branching off • History and back button permit backtracking • Not an innovation, but the immediacy of following links by clicking creates a different experience from traditional non-linearity (e.g. cross-references in encyclopedia) © 2004, MacAvon Media Productions 12 389 Links • Simple unidirectional links • Connect single point on one page with a point on another page (e.g. WWW) • Extended links • Regional links (ends may be regions within a page) • Bidirectional links (may be followed in both directions) • Multilinks (may have more than two ends) © 2004, MacAvon Media Productions 12 390–391 Browsing & Searching • Browsing – retrieve information -
Webvise: Browser and Proxy Support for Open Hypermedia Structuring Mechanisms on the WWW
Webvise: Browser and Proxy Support for Open Hypermedia Structuring Mechanisms on the WWW Kaj Grønbæk, Lennert Sloth, & Peter Ørbæk University of Aarhus Department of Computer Science, Åbogade 34, 8200 Århus N, Denmark. Email: {kgronbak, les, poe}@daimi.au.dk Abstract This paper discusses how to augment the WWW with an open hypermedia service (Webvise) that provides structures such as contexts, links, annotations, and guided tours stored in hypermedia databases external to the Web pages. This includes the ability for users collaboratively to create links from parts of HTML Web pages they do not own and support for creating links to parts of Web pages without writing HTML target tags. The method for locating parts of Web pages can locate parts of pages across frame hierarchies and it is also supports certain repairs of links that breaks due to modified Web pages. Support for providing links to/from parts of non-HTML data, such as sound and movie will be possible via interfaces to plug-ins and Java based media players. The hypermedia structures are stored in a hypermedia database, developed from the Devise Hypermedia framework, and the service is available on the Web via an ordinary URL. The best user interface for creating and manipulating the structures is currently provided for the Microsoft Internet Explorer 4.x browser through COM integration that utilize the Explorers DOM representation of Web-pages. But the structures can also be manipulated and used via special Java applets and a pure proxy server solution is provided for users who only need to browse the structures. -
19. CD-ROM Games
Forthcoming in WOLF, Mark J.P. (ed.). Video Game History: From Bouncing Blocks to a Global Industry, Greenwood Press, Westport, Conn. 19. CD-ROM Games Carl Therrien While it became a standard relatively recently, disc-based storage goes a long way back in the history of video game distribution. The term encompasses a wide range of technologies, from magnetic floppy discs, analog laserdiscs, to a variety of digital optical media. Of the latter, the CD-ROM enjoyed the strongest following and the longest lifespan; as of 2006, a significant number of PC games are still burned on CDs. When it became the most common video game distribution format in the mid nineteen-nineties, the compact disc was already a standard in the music industry. In contrast to the magnetic tapes used for the distribution of albums and movies, optical discs allowed relatively fast, random, non-linear access to the content. But these features were already common in the realm of cartridge-based video game systems; the ROMs in Atari 2600 or Super Nintendo game cartridges were directly connected to the system’s working memory and could be read instantly. The CD drive optical head couldn’t compete; as a matter of fact, optical discs introduced the infamous “loading” screen to the console gamer. Video games benefited first and foremost from the storage capabilities of the CD-ROM. While the CD format shares its core technical principle with the more recent DVD standard (found in the Xbox and PlayStation 2) and other dedicated formats (such as the Dreamcast’s GD-ROM and the Gamecube optical disc), this chapter will focus solely on the integration of CD-ROM technology and its consequences on game design and development. -
Myst Windows Manual 2
INSTRUCTION MANUAL You have just stumbled upon a most intriguing A MESSAGE FROM CYAN book: a book titled Myst®. You have no idea where You are about to be drawn into an amazing alternative it came from, who wrote it, or how old it is. reality. The entire game was designed from the ground up to draw you in with little or no extraneous distractions on Reading through its pages provides you with only the screen to interfere with the feeling of being there. a superbly crafted description of an island world. Myst® is not linear, it’s not flat, it’s not shallow. This is But it’s just a book, isn’t it? the most depth, detail, and reality you’ve ever experienced in a game. As you reach the end of the book, you lay your hand on a page. Myst is real. And like real life, you don’t die every five minutes. In fact, you probably Suddenly your own world dissolves into blackness, replaced with the won’t die at all. There are no dead ends; you may hit a wall, but there is always a way island world the pages described. Now you’re here, wherever here is, with over or around. Pay attention to detail and collect information because those are the pieces of the puzzle that you’ll use to uncover the secrets of Myst. The puzzles you no option but to explore... encounter will be solved with logic and information – information garnered either from Myst or from life itself. The key to Myst is to lose yourself in this fantastic virtu- al exploration, and act and react as if you were really there. -
Towards a History of Electronic Literature
CLCWeb: Comparative Literature and Culture ISSN 1481-4374 Purdue University Press ©Purdue University Volume 16 (2014) Issue 5 Article 2 Towards a History of Electronic Literature Urszula Pawlicka University of Warmińsko-Mazurski Follow this and additional works at: https://docs.lib.purdue.edu/clcweb Part of the Comparative Literature Commons, Digital Humanities Commons, and the Other Arts and Humanities Commons Dedicated to the dissemination of scholarly and professional information, Purdue University Press selects, develops, and distributes quality resources in several key subject areas for which its parent university is famous, including business, technology, health, veterinary medicine, and other selected disciplines in the humanities and sciences. CLCWeb: Comparative Literature and Culture, the peer-reviewed, full-text, and open-access learned journal in the humanities and social sciences, publishes new scholarship following tenets of the discipline of comparative literature and the field of cultural studies designated as "comparative cultural studies." Publications in the journal are indexed in the Annual Bibliography of English Language and Literature (Chadwyck-Healey), the Arts and Humanities Citation Index (Thomson Reuters ISI), the Humanities Index (Wilson), Humanities International Complete (EBSCO), the International Bibliography of the Modern Language Association of America, and Scopus (Elsevier). The journal is affiliated with the Purdue University Press monograph series of Books in Comparative Cultural Studies. Contact: <[email protected]> Recommended Citation Pawlicka, Urszula. "Towards a History of Electronic Literature." CLCWeb: Comparative Literature and Culture 16.5 (2014): <https://doi.org/10.7771/1481-4374.2619> This text has been double-blind peer reviewed by 2+1 experts in the field. The above text, published by Purdue University Press ©Purdue University, has been downloaded 1359 times as of 11/ 07/19.