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Digital Fiction and the Unnatural
Transmedial Narrative Theory, Method, and Analysis
Astrid Ensslin and Alice Bell
The Ohio State University Press, 2021
Digital Fiction and the Unnatural: Transmedial Narrative Theory, Method, and Analysis offers the first comprehensive and systematic theoretical, methodological, and analytical examination of unnatural narratology as a medium-specific and transmedial phenomenon. It applies and adapts key concepts of narrative theory and analysis to digital-born fictions ranging from hypertext and interactive fiction to 3D-narrative video games, app fiction, and virtual reality. The book addresses the unique affordances of digital fiction by focusing on multilinearity and narrative contradiction, interactional metalepsis, impossible time and space, “extreme” digital narration, and medium-specific forms of textual “you.” In so doing, the book refines, critiques, and expands unnatural, cognitive, and transmedial narratology by placing the form of these new narratives front and center.
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HyperCities
Thick Mapping in the Digital Humanities
Todd Presner, David Shepard, and Yoh Kawano
Harvard University Press, 2014

The prefix “hyper” refers to multiplicity and abundance. More than a physical space, a hypercity is a real city overlaid with information networks that document the past, catalyze the present, and project future possibilities. Hypercities are always under construction.

Todd Presner, David Shepard, and Yoh Kawano put digital humanities theory into practice to chart the proliferating cultural records of places around the world. A digital platform transmogrified into a book, it explains the ambitious online project of the same name that maps the historical layers of city spaces in an interactive, hypermedia environment. The authors examine the media archaeology of Google Earth and the cultural–historical meaning of map projections, and explore recent events—the “Arab Spring” and the Fukushima nuclear power plant disaster—through social media mapping that incorporates data visualizations, photographic documents, and Twitter streams. A collaboratively authored and designed work, HyperCities includes a “ghost map” of downtown Los Angeles, polyvocal memory maps of LA’s historic Filipinotown, avatar-based explorations of ancient Rome, and hour-by-hour mappings of the Tehran election protests of 2009.

Not a book about maps in the literal sense, HyperCities describes thick mapping: the humanist project of participating and listening that transforms mapping into an ethical undertaking. Ultimately, the digital humanities do not consist merely of computer-based methods for analyzing information. They are a means of integrating scholarship with the world of lived experience, making sense of the past in the layered spaces of the present for the sake of the open future.

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On-Demand Culture
Digital Delivery and the Future of Movies
Tryon, Chuck
Rutgers University Press, 2013
The movie industry is changing rapidly, due in part to the adoption of digital technologies. Distributors now send films to theaters electronically. Consumers can purchase or rent movies instantly online and then watch them on their high-definition televisions, their laptops, or even their cell phones. Meanwhile, social media technologies allow independent filmmakers to raise money and sell their movies directly to the public. All of these changes contribute to an “on-demand culture,” a shift that is radically altering film culture and contributing to a much more personalized viewing experience.

Chuck Tryon offers a compelling introduction to a world in which movies have become digital files. He navigates the complexities of digital delivery to show how new modes of access—online streaming services like YouTube or Netflix, digital downloads at iTunes, the popular Redbox DVD kiosks in grocery stores, and movie theaters offering digital projection of such 3-D movies as Avatar—are redefining how audiences obtain and consume motion picture entertainment. Tryon also tracks the reinvention of independent movies and film festivals by enterprising artists who have built their own fundraising and distribution models online.

Unique in its focus on the effects of digital technologies on movie distribution, On-Demand Culture offers a corrective to address the rapid changes in the film industry now that movies are available at the click of a button.
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Perpetual Motion
Dance, Digital Cultures, and the Common
Harmony Bench
University of Minnesota Press, 2020

A new exploration of how digital media assert the relevance of dance in a wired world

How has the Internet changed dance? Dance performances can now be seen anywhere, can be looped endlessly at user whim, and can integrate crowds in unprecedented ways. Dance practices are evolving to explore these new possibilities. In Perpetual Motion, Harmony Bench argues that dance is a vital part of civil society and a means for building participation and community. She looks at how, after 9/11, it became a crucial way of recuperating the common character of public spaces. She explores how crowdsourcing dance contributes to the project of performing a common world, as well as the social relationships forged when we look at dance as a gift in the era of globalization. Throughout, she asks how dance brings people together in digital spaces and what dance’s digital travels might mean for how we experience and express community. 

From original research on dance today to political economies of digital media to the philosophy of dance, Perpetual Motion provides an ambitious, invigorating look at a commonly shared practice.

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Prehistoric Digital Poetry
An Archaeology of Forms, 1959-1995
C.T. Funkhouser, with a foreword by Sandy Baldwin
University of Alabama Press, 2007

Explores pioneering works of digital poetry and demonstrates how technological constraints that would seemingly limit the aesthetics of poetry have instead extended and enriched poetic discourse

For the last five decades, poets have had a vibrant relationship with computers and digital technology. This book is a documentary study and analytic history of digital poetry that highlights its major practitioners and the ways that they have used technology to foster a new aesthetic. Focusing primarily on programs and experiments produced before the emergence of the World Wide Web in the mid-1990s, C. T. Funkhouser analyzes numerous landmark works of digital poetry to illustrate that the foundations of today’s most advanced works are rooted in the rudimentary generative, visual, and interlinked productions of the genre’s prehistoric period.

Since 1959, computers have been used to produce several types of poetic output, including randomly generated writings, graphical works (static, animated, and video formats), and hypertext and hypermedia. Funkhouser demonstrates how hardware, programming, and software have been used to compose a range of new digital poetic forms. Several dozen historical examples, drawn from all of the predominant approaches to digital poetry, are discussed, highlighting the transformational and multi-faceted aspects of poetic composition now available to authors. This account
includes many works, in English and other languages, which have never before been presented in an English-language publication.

In exploring pioneering works of digital poetry, Funkhouser demonstrates how technological constraints that would seemingly limit the aesthetics of poetry have instead extended and enriched poetic discourse. As a history of early digital poetry and a record of an era that has passed, this study aspires both to influence poets working today and to highlight what the future of digital poetry may hold.

 

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The Rhetoric of Cool
Composition Studies and New Media
Jeff Rice
Southern Illinois University Press, 2007
The Rhetoric of Cool: Composition Studies and New Media offers a historical critique of composition studies’ rebirth narrative, using that critique to propose a new rhetoric for new media work. Author Jeff Rice returns to critical moments during the rebirth of composition studies when the discipline chose not to emphasize technology, cultural studies, and visual writing, which are now fundamental to composition studies. Rice redefines these moments in order to invent a new electronic practice.
The Rhetoric of Cool addresses the disciplinary claim that composition studies underwent a rebirth in 1963. At that time, three writers reviewed technology, cultural studies, and visual writing outside composition studies and independently used the word cool to describe each position. Starting from these three positions, Rice focuses on chora, appropriation, commutation, juxtaposition, nonlinearity, and imagery—rhetorical gestures conducive to new media work-- to construct the rhetoric of cool.
An innovative work that approaches computers and writing issues from historical, critical, theoretical, and practical perspectives, The Rhetoric of Cool challenges current understandings of writing and new media and proposes a rhetorical rather than an instrumental response for teaching writing in new media contexts.
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What Is Your Quest?
From Adventure Games to Interactive Books
Anastasia Salter
University of Iowa Press, 2014
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play.

One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community.

The interactions between storytellers and readers, between programmers and creators, and among  fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
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