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Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media [Kietas viršelis]

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  • Formatas: Hardback, 416 pages, aukštis x plotis: 229x139 mm, weight: 705 g, 5 halftones, 9 line drawings
  • Serija: Parallax: Re-visions of Culture and Society
  • Išleidimo metai: 01-Jan-2001
  • Leidėjas: Johns Hopkins University Press
  • ISBN-10: 0801864879
  • ISBN-13: 9780801864872
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 416 pages, aukštis x plotis: 229x139 mm, weight: 705 g, 5 halftones, 9 line drawings
  • Serija: Parallax: Re-visions of Culture and Society
  • Išleidimo metai: 01-Jan-2001
  • Leidėjas: Johns Hopkins University Press
  • ISBN-10: 0801864879
  • ISBN-13: 9780801864872
Kitos knygos pagal šią temą:
Is there a significant difference in attitude between immersion in a game and immersion in a movie or a novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in this study, the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Formerly a culture of immersive ideals - getting lost in a good book, for example -we are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, the text 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, such as hypertext, electronic poetry, interactive movies and drama, digital installation art, and computer role-playing games. As she considers the fate of traditional narrative patterns in digital culture, Ryan revisits one of the central issues in modern literary theory - the 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.
List of Figures and Tables
ix
Acknowledgments xi
Introduction 1(24)
PART I VIRTUALITY
The Two (and Thousand) Faces of the Virtual
25(23)
Virtual Reality as Dream and as Technology
48(41)
Virtual Realities of the Mind: Baudelaire, Huysmans, Coover
75(14)
PART II THE POETICS OF IMMERSION
The Text as World: Theories of Immersion
89(31)
The Discipline of Immersion: Ignatius of Loyola
115(5)
Presence of the Textual World: Spatial Immersion
120(20)
Immersive Paradoxes: Temporal and Emotional Immersion
140(35)
Virtual Narration as Allegory of Immersion
163(12)
PART III THE POETICS OF INTERACTIVITY
From Immersion to Interactivity: The Text as World versus the Text as Game
175(29)
The Game-Reader and the World-Reader: Italo Calvino's If on a Winter's Night a Traveler
200(4)
Hypertext: The Functions and Effects of Selective Interactivity
204(38)
Adventures in Hypertext: Michael Joyce's Twelve Blue
225(17)
Can Coherence Be Saved? Selective Interactivity and Narrativity
242(41)
I'm Your Man: Anatomy of an Interactive Movie
271(12)
PART IV RECONCILING IMMERSION AND INTERACTIVITY
Participatory Interactivity from Life Situations to Drama
283(23)
Participatory Interactivity in Electronic Media
306(41)
Dream of the Interactive Immersive Book: Neal Stephenson's The Diamond Age
332(15)
Conclusion: Literature in the Media Landscape 347(10)
Notes 357(18)
Works Cited 375(14)
Index 389
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.