Narrative As Virtual Reality 2

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Narrative as Virtual Reality 2

Author : Marie-Laure Ryan
Publisher : JHU Press
Page : 304 pages
File Size : 47,5 Mb
Release : 2015-12-01
Category : Literary Criticism
ISBN : 9781421417981

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Narrative as Virtual Reality 2 by Marie-Laure Ryan Pdf

Rethinking textuality, mimesis, and the cognitive processing of texts in light of new modes of artistic world construction. Winner of the Aldo and Jeanne Scaglione Prize for Comparative Literary Studies from the Modern Language Association of America Is there a significant difference between engagement with a game and engagement with a movie or novel? Can interactivity contribute to immersion, or is there a trade-off between the immersive “world” aspect of texts and their interactive “game” dimension? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality 2, the questions raised by the new interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Approaching the idea of virtual reality as a metaphor for total art, Ryan applies the concepts of immersion and interactivity to develop a phenomenology of narrative experience that encompasses reading, watching, and playing. The book weighs traditional literary narratives against the new textual genres made possible by the electronic revolution of the past thirty years, including hypertext, electronic poetry, interactive drama, digital installation art, computer games, and multi-user online worlds like Second Life and World of Warcraft. In this completely revised edition, Ryan reflects on the developments that have taken place over the past fifteen years in terms of both theory and practice and focuses on the increase of narrativity in video games and its corresponding loss in experimental digital literature. Following the cognitive approaches that have rehabilitated immersion as the product of fundamental processes of world-construction and mental simulation, she details the many forms that interactivity has taken—or hopes to take—in digital texts, from determining the presentation of signs to affecting the level of story.

Storytelling for Virtual Reality

Author : John Bucher
Publisher : Taylor & Francis
Page : 279 pages
File Size : 51,8 Mb
Release : 2017-07-06
Category : Performing Arts
ISBN : 9781351809245

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Storytelling for Virtual Reality by John Bucher Pdf

Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Virtual Reality Cinema

Author : Eric R. Williams,Carrie Love,Matt Love
Publisher : Routledge
Page : 274 pages
File Size : 55,6 Mb
Release : 2021-02-17
Category : Performing Arts
ISBN : 9781000341935

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Virtual Reality Cinema by Eric R. Williams,Carrie Love,Matt Love Pdf

Award-winning cine-maVRicks Eric R. Williams, Carrie Love and Matt Love introduce virtual reality cinema (also known as 360° video or cine-VR) in this comprehensive guide filled with insider tips and tested techniques for writing, directing and producing effectively in the new medium. Join these veteran cine-VR storytellers as they break down fundamental concepts from traditional media to demonstrate how cine-VR can connect with audiences in new ways. Examples from their professional work are provided to illustrate basic, intermediate and advanced approaches to crafting modern story in this unique narrative space where there’s no screen to contain an image and no specific stage upon which to perform. Virtual Reality Cinema will prepare you to approach your own cine-VR projects via: Tips and techniques for writing, directing and producing bleeding-edge narrative cine-VR projects; More than a hundred photos and illustrations to explain complex concepts; Access to more than two hours of on-line cine-VR examples that you can download to watch on your own HMD; New techniques developed at Ohio University’s Game Research and Immersive Design (GRID) Lab, including how to work with actors to embrace Gravity and avoid the Persona Gap, how to develop stories with the Story Engagement Matrix and how to balance directorial control and audience agency in this new medium. This book is an absolute must read for any student of filmmaking, media production, transmedia storytelling and game design, as well as anyone already working in these industries that wants to understand the new challenges and opportunities of virtual reality cinema.

Narrative as Virtual Reality

Author : Marie-Laure Ryan
Publisher : Unknown
Page : 399 pages
File Size : 55,5 Mb
Release : 2001
Category : Books and reading
ISBN : 0801864887

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Narrative as Virtual Reality by Marie-Laure Ryan Pdf

Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? The author demonstrates in this book that the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions.

The Johns Hopkins Guide to Digital Media

Author : Marie-Laure Ryan,Lori Emerson,Benjamin J. Robertson
Publisher : JHU Press
Page : 553 pages
File Size : 47,6 Mb
Release : 2014-04-15
Category : Literary Criticism
ISBN : 9781421412238

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The Johns Hopkins Guide to Digital Media by Marie-Laure Ryan,Lori Emerson,Benjamin J. Robertson Pdf

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.

Virtual Storytelling. Using Virtual Reality Technologies for Storytelling

Author : Marc Cavazza,Stéphane Donikian
Publisher : Springer
Page : 219 pages
File Size : 45,5 Mb
Release : 2007-11-25
Category : Computers
ISBN : 9783540770398

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Virtual Storytelling. Using Virtual Reality Technologies for Storytelling by Marc Cavazza,Stéphane Donikian Pdf

This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. The 12 revised full papers, three invited papers and seven poster and demo papers were carefully reviewed and selected. The papers are organized in topical sections on authoring tools and story models, behavior modeling, user interactivity, an invited session: related EU projects, as well as the poster and demo session.

Defying Reality

Author : David M. Ewalt
Publisher : Penguin
Page : 288 pages
File Size : 48,9 Mb
Release : 2018-07-17
Category : Technology & Engineering
ISBN : 9781101983737

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Defying Reality by David M. Ewalt Pdf

A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.

Virtual Storytelling. Using Virtual Reality Technologies for Storytelling

Author : Gérard Subsol
Publisher : Springer Science & Business Media
Page : 292 pages
File Size : 44,8 Mb
Release : 2005-11-24
Category : Computers
ISBN : 9783540305118

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Virtual Storytelling. Using Virtual Reality Technologies for Storytelling by Gérard Subsol Pdf

The 1st International Conference on Virtual Storytelling took place on September 27–28, 2001, in Avignon (France) in the prestigious Popes’ Palace. Despite the tragic events of September 11 that led to some last-minute cancellations, nearly 100 people from 14 different countries attended the 4 invited lectures given by international experts, the 13 scientific talks and the 6 scientific demonstrations. Virtual Storytelling 2003 was held on November 20–21, 2003, in Toulouse (France) in the Modern and Contemporary Art Museum “Les Abattoirs.” One hundred people from 17 different countries attended the conference composed of 3 invited lectures, 16 scientific talks and 11 posters/demonstrations. Since autumn 2003, there has been strong collaboration between the two major virtual/digital storytelling conference series in Europe: Virtual Storytelling and TIDSE (Technologies for Interactive Digital Storytelling and Entertainment). Thus the conference chairs of TIDSE and Virtual Storytelling decided to establish a 2 year turnover for both conferences and to join the respective organizers in the committees. For the third edition of Virtual Storytelling, the Organization Committee chose to extend the conference to 3 days so that more research work and applications could be be presented, to renew the Scientific and Application Board, to open the conference to new research or artistic communities, and to call for the submission of full papers and no longer only abstracts so as to make a higher-level selection.

Immersive Theatres

Author : Josephine Machon
Publisher : Bloomsbury Publishing
Page : 344 pages
File Size : 49,8 Mb
Release : 2017-09-16
Category : Performing Arts
ISBN : 9781137019851

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Immersive Theatres by Josephine Machon Pdf

This comprehensive text is the first survey to explore the theory, history and practice of immersive theatre. Charting the rise of the immersive theatre phenomenon, Josephine Machon shares her wealth of expertise in the field of contemporary performance, inviting the reader to immerse themselves within this abundantly illustrated text. The first section of the book introduces concepts of immersion, situating them within a historical context and establishing a clear critical vocabulary for discussion. The second section then presents contributions from a wealth of immersive artists. Assuming no prior knowledge with its critical commentary, this is a rich resource for lecturers and students at all levels and internationally, including undergraduates and post-graduates, as well as practitioners and researchers of contemporary performance. This would also be an ideal text for general enthusiasts and readers with an interest in immersive theatre.

Narrative Absorption

Author : Frank Hakemulder,Moniek M. Kuijpers,Ed S. Tan,Katalin Bálint,Miruna M. Doicaru
Publisher : John Benjamins Publishing Company
Page : 331 pages
File Size : 41,9 Mb
Release : 2017-11-15
Category : Language Arts & Disciplines
ISBN : 9789027265135

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Narrative Absorption by Frank Hakemulder,Moniek M. Kuijpers,Ed S. Tan,Katalin Bálint,Miruna M. Doicaru Pdf

Narrative Absorption brings together research from the social sciences and Humanities to solve a number of mysteries: Most of us will have had those moments, of being totally absorbed in a book, a movie, or computer game. Typically we do not have any idea about how we ended up in such a state. Nor do we fully realize how we might have changed as we return for the fictional worlds we have visited. The feeling of being absorbed is one of the most illusive and transient feelings, but also one that motivates audiences to spend considerable amounts of time in narrative worlds, and one that is central to our understanding of the effects of narratives on beliefs and behavior. Key specialists inform the reader of this book about the nature of the peculiar state of consciousness during episodes of absorption, the perception of absorption in history, the role of absorption in meaningful experiences with narratives, the relation with related phenomena such as suspense and identification, issues of measurement, and the practical implications, for instance in education-entertainment. Various fields have worked separately on topics of absorption, albeit using different terminology and methods, but having reached a high level of development and complexity in understanding absorption. Now is the time to bring them together. This volume will be a point of reference for years to come.

Storytelling for Virtual Reality

Author : John Bucher
Publisher : Taylor & Francis
Page : 346 pages
File Size : 49,9 Mb
Release : 2017-07-06
Category : Computers
ISBN : 9781351809252

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Storytelling for Virtual Reality by John Bucher Pdf

Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working between the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the technical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, conversations, and case studies with both pioneers and innovators in VR storytelling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. For more information about story, Virtual Reality, this book, and its author, please visit StorytellingforVR.com

Handbook of Research on Narrative Interactions

Author : Yilmaz, Recep
Publisher : IGI Global
Page : 401 pages
File Size : 54,8 Mb
Release : 2021-01-29
Category : Social Science
ISBN : 9781799849049

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Handbook of Research on Narrative Interactions by Yilmaz, Recep Pdf

Our understanding of the concept of narrative has undergone a significant transformation over time, particularly today as new communication technologies are developed and popularized. As new narrative genres are born and old ones undergo great change by the minute, a thorough understanding can shed light on which storytelling elements work best in what format. That deep understanding can then help build strong, satisfying stories. The Handbook of Research on Narrative Interactions is an essential publication that examines the relationships between types of narratives in a shifting and widening scope of storytelling forms. While highlighting a wide range of topics including contemporary culture, advertising, and transmedia storytelling, this book is ideally designed for media professionals, content creators, advertisers, entrepreneurs, researchers, academicians, and students.

Avatars of Story

Author : Marie-Laure Ryan
Publisher : Unknown
Page : 312 pages
File Size : 50,6 Mb
Release : 2006
Category : Computers
ISBN : IND:30000109356729

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Avatars of Story by Marie-Laure Ryan Pdf

Since its inception, narratology has developed primarily as an investigation of literary narrative fiction. By grappling with semiotic media other than language and technology other than print, the text reveals how digital media convey meaning and create stories.

Dawn of the New Everything

Author : Jaron Lanier
Publisher : Henry Holt and Company
Page : 352 pages
File Size : 43,9 Mb
Release : 2017-11-21
Category : Computers
ISBN : 9781627794107

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Dawn of the New Everything by Jaron Lanier Pdf

Named one of the best books of 2017 by The Economist, The Wall Street Journal, & Vox The father of virtual reality explains its dazzling possibilities by reflecting on his own lifelong relationship with technology Bridging the gap between tech mania and the experience of being inside the human body, Dawn of the New Everything is a look at what it means to be human at a moment of unprecedented technological possibility. Through a fascinating look back over his life in technology, Jaron Lanier, an interdisciplinary scientist and father of the term “virtual reality,” exposes VR’s ability to illuminate and amplify our understanding of our species, and gives readers a new perspective on how the brain and body connect to the world. An inventive blend of autobiography, science writing, philosophy and advice, this book tells the wild story of his personal and professional life as a scientist, from his childhood in the UFO territory of New Mexico, to the loss of his mother, the founding of the first start-up, and finally becoming a world-renowned technological guru. Understanding virtual reality as being both a scientific and cultural adventure, Lanier demonstrates it to be a humanistic setting for technology. While his previous books offered a more critical view of social media and other manifestations of technology, in this book he argues that virtual reality can actually make our lives richer and fuller.

Reality Media

Author : Jay David Bolter,Maria Engberg,Blair MacIntyre
Publisher : MIT Press
Page : 245 pages
File Size : 46,9 Mb
Release : 2021-11-16
Category : Social Science
ISBN : 9780262361927

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Reality Media by Jay David Bolter,Maria Engberg,Blair MacIntyre Pdf

How augmented reality and virtual reality are taking their places in contemporary media culture alongside film and television. T This book positions augmented reality (AR) and virtual reality (VR) firmly in contemporary media culture. The authors view AR and VR not as the latest hyped technologies but as media—the latest in a series of what they term “reality media,” taking their places alongside film and television. Reality media inserts a layer of media between us and our perception of the world; AR and VR do not replace reality but refashion a reality for us. Each reality medium mediates and remediates; each offers a new representation that we implicitly compare to our experience of the world in itself but also through other media. The authors show that as forms of reality media emerge, they not only chart a future path for media culture, but also redefine media past. With AR and VR in mind, then, we can recognize their precursors in eighteenth-century panoramas and the Broadway lights of the 1930s. A digital version of Reality Media, available through the book’s website, invites readers to visit a series of virtual rooms featuring interactivity, 3-D models, videos, images, and texts that explore the themes of the book.