Hyper-narrative Interactive Cinema

Hyper-narrative Interactive Cinema

Author: Nitzan S. Ben-Shaul

Publisher: Rodopi

Published: 2008

Total Pages: 95

ISBN-13: 9042024615

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Hyper narrative interactive cinema refers to the possibility for users or "interactors" to shift at different points in an evolving film narrative to other film narrative trajectories. Such works have resulted so far in interactor distraction rather than sustained engagement. Contrary to post-modern textual and cognitive presumptions, film immersion and computer game theories, this study uses dual coding theory, cognitive load theory, and constructivist narrative film theory to claim that interactive hyper-narrative distraction results from cognitive and behavioral multi-tasking, which lead to split attention problems that cannot be cognitively handled. Focus is upon split attention resulting from the non-critical use of de-centered and non-cohering hyper-narrative and audio-visual formations, and from interaction. For hyper-narrative interactive cinema to sustain deep engagement, multi-tasking split attention problems inhering in such computer-based works have to be managed, and - most importantly - made to enhance rather than reduce engagement. This book outlines some viable solutions to construct deep cognitive-emotional engagement of interactors with hyper-narrative interactive cinema.


Cinema of Choice

Cinema of Choice

Author: Nitzan Ben Shaul

Publisher: Berghahn Books

Published: 2012-07-01

Total Pages: 197

ISBN-13: 0857455923

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Standard Hollywood narrative movies prescribe linear narratives that cue the viewer to expect predictable outcomes and adopt a closed state of mind. There are, however, a small number of movies that, through the presentation of alternate narrative paths, open the mind to thoughts of choice and possibility. Through the study of several key movies for which this concept is central, such as Sliding Doors, Run Lola Run, Inglourious Basterds, and Rashomon, Nitzan Ben Shaul examines the causes and implications of optional thinking and how these movies allow for more open and creative possibilities. This book examines the methods by which standard narrative movies close down thinking processes and deliver easy pleasures to the viewer whilst demonstrating that this is not the only possibility and that optional thinking can be both stimulating and rewarding.


Interactive Storytelling

Interactive Storytelling

Author: Ido A Iurgel

Publisher: Springer Science & Business Media

Published: 2009-11-24

Total Pages: 374

ISBN-13: 3642106420

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The rich programme of ICIDS 2009, comprising invited talks, technical pres- tations and posters, demonstrations, and co-located post-conference workshops clearly underscores the event’s status as premier international meeting in the domain. It thereby con?rms the decision taken by the Constituting Committee of the conference series to take the step forward: out of the national cocoons of its precursors, ICVS and TIDSE, and towards an itinerant platform re?ecting its global constituency. This move re?ects the desire and the will to take on the challenge to stay on the lookout, critically re?ect upon and integrate views and ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,while ensuring overall coherence and maintaining a sense of direction. This is a signi?cant enterprise: The challenges sought are multifarious and must be addressed consistently at all levels. The desire to involve all research communitiesandstakeholdersmustbematchedbyacknowledgingthedi?erences in established practises and by providing suitable means of guidance and int- duction, exposition and direct interaction at the event itself and of lasting (and increasingly:living) documentation, of which the present proceedings are but an important part.


Through the Black Mirror

Through the Black Mirror

Author: Terence McSweeney

Publisher: Springer

Published: 2019-07-26

Total Pages: 290

ISBN-13: 3030194582

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This edited collection charts the first four seasons of Black Mirror and beyond, providing a rich social, historical and political context for the show. Across the diverse tapestry of its episodes, Black Mirror has both dramatized and deconstructed the shifting cultural and technological coordinates of the era like no other. With each of the nineteen chapters focussing on a single episode of the series, this book provides an in-depth analysis into how the show interrogates our contemporary desires and anxieties, while simultaneously encouraging audiences to contemplate the moral issues raised by each episode. What if we could record and replay our most intimate memories? How far should we go to protect our children? Would we choose to live forever? What does it mean to be human? These are just some of the questions posed by Black Mirror, and in turn, by this volume. Written by some of the foremost scholars in the field of contemporary film and television studies, Through the Black Mirror explores how Black Mirror has become a cultural barometer of the new millennial decades and questions what its embedded anxieties might tell us.


Interactive Storytelling

Interactive Storytelling

Author: Ruth Aylett

Publisher: Springer

Published: 2010-10-31

Total Pages: 315

ISBN-13: 3642166385

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This book constitutes the refereed proceedings of the Third International Conference on Interactive Digital Storytelling, ICIDS 2010, held in Edinburgh, UK, in November 2010. The book includes 3 keynotes, 25 full and short papers, 11 posters, 4 demonstration papers, 6 workshop papers, and 1 tutorial. The full and short papers have been organized into the following topical sections: characters and decision making; story evaluation and analysis; story generation; arts and humanities; narrative theories and modelling; systems; and applications.


Running and Clicking

Running and Clicking

Author: Sabine Schenk

Publisher: Walter de Gruyter

Published: 2013-10-29

Total Pages: 244

ISBN-13: 3110272431

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Running and Clicking examines how Future Narratives push against the confines of their medium: Studying Future Narratives in movies, interactive films, and other electronic media that allow for nodes, this volume demonstrates how the dividing line between film and game is progressively dissolved. Focused on traditional mass media, transitional media, and new media, it also touches on transmedial storytelling and virtual reality and offers a discussion of the political power of the imaginary and the twilight of Future Narratives in the post-human hegemony of the simulated real.


The Johns Hopkins Guide to Digital Media

The Johns Hopkins Guide to Digital Media

Author: Marie-Laure Ryan

Publisher: JHU Press

Published: 2014-04-15

Total Pages: 553

ISBN-13: 1421412233

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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.


Film

Film

Author: Nitzan Ben-Shaul

Publisher: A&C Black

Published: 2007

Total Pages: 168

ISBN-13: 1845203666

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The book guides the reader through realism, formalism, structuralism, semiotics, Marxism, psychoanalysis, gender.


Museum and Archive on the Move

Museum and Archive on the Move

Author: Oliver Grau

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2017-09-11

Total Pages: 316

ISBN-13: 3110529637

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The digital revolution fundamentally changed how cultural heritage is created, documented, analyzed, and preserved. The book focuses on this transformation’s impact. How must museums and archives meet the challenges of digitally generated cultures and how does the digital revolution influence traditional object collection, research, and education? How do digital technologies and digital art and culture affect our interaction with images? Leading international experts from various disciplines break new ground. Pioneering interdisciplinary research results collected in this book are relevant to education, curators and archivists in the arts and culture sector and in the digital humanities.


Design, User Experience, and Usability: Design Discourse

Design, User Experience, and Usability: Design Discourse

Author: Aaron Marcus

Publisher: Springer

Published: 2015-07-20

Total Pages: 691

ISBN-13: 3319208861

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The three-volume set LNCS 9186, 9187, and 9188 constitutes the proceedings of the 4th International Conference on Design, User Experience, and Usability, DUXU 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCII 2015, in Los Angeles, CA, USA, in August 2015, jointly with 13 other thematically similar conferences. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences were carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 132 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. The 61 papers included in this volume are organized in topical sections on design thinking, user experience design and usability methods and tools, DUXU management and practice, emotional and persuasion design, and storytelling, narrative and fiction in DUXU.