16,153 research outputs found

    The StorySpinner Sculptural Reader

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    This demo is of a hypertext reading system called StorySpinner. It follows the sculptural hypertext methodology and has been used as a test bed for experimenting with the authoring of narrative flow in automatically generated stories. Readers are able to select and read one of two available stories. Reading a story involves selecting tarot cards which are mapped to chunks of story text based on possible interpretations of the cards and information concerning current story state

    Hypertext Theory and Narrative

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    The title of this essay may at first glance seem strange. The linkage of a computer based technology with a theory of narrative might seem incongruous; however, hypertext and what George Landow has called the \u27convergence of critical theory and technology\u27 has stimulated interest in new theories and problematics of the text and of narrative. Interest in studying the textual implications of hypertext systems has grown almost as rapidly as these systems themselves. It is not an overstatement to say that of all the technological developments of the twentieth century, the emergence of hypertext and the internet has been the most widely studied. The interdisciplinary nature of this work is perhaps its most notable feature and there is a need to see hypertext not merely as a technological phenomenon but as a system which has deep implications for many \u27communications· disciplines. There have been a few pioneers whose interdisciplinary work on hypertext predates the emergence of the World Wide Web (the most famous of hypertext systems) and whose work I will outline below

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    On the writing, reading and publishing of digital stories

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    Purpose – The purpose of this paper is to describe a study set up to investigate and map the landscape of digital writing today. A holistic perspective has been adopted involving writers, readers and publishers alike. Design/methodology/approach – The research uses a qualitative approach and combines interviews and direct observations. In in-depth interviews 13 participants (four writers, four publishers, three readers and two on-line readers) were questioned for their opinions on issues related to writing, publishing and reading digital fiction. The three readers were also observed while interacting, for the first time, with three digital stories. Findings – Results show that the area is still unsettled though much excitement surrounds experimentations and freedom of publishing online. Readers seem uneasy with the role of co-creators that writers want to assign them and prefer linear stories to more deconstructed ones. Writers like to experiment and combine multiple media and readers like to interact with multimedia stories; this seems to open interesting perspectives over interactive narrative. Publishers are not yet involved in digital writing and this is seen simultaneously as a blessing (unfiltering of innovative ideas) and a curse (lack of economical support, lack of quality selection). Despite disagreement and ambiguity all interviewees agree that digital fiction will come, likely prompted by new reading technology. Originality/value – This paper is the first attempt to understand the phenomena of digital writing taking into consideration the perspectives of writers, readers and publishers simultaneously and comparing their different views

    The Narrative and Hypertext Workshop Series and the value of Workshops to Research Communities

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    Narrative and Hypertext (NHT) is the longest running workshop series at ACM Hypertext, and as it enters its 8th year we reflect on the value of workshops to research communities, and how they enable dissemination and discussion in a different, but equally valuable, form to conferences. We look at NHT as a case study, and how through providing a publication venue for new ideas and early work alongside a substantial platform for key discussions it has supported it's community

    StorySpinner: Controlling Narrative Pace in Hyperfiction

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    This paper describes the StorySpinner system, a sculptural hypertext reader used as a test bed for experimenting with the authoring of narrative flow in automatically generated stories. An overview of the system is presented along with discussion and conclusions arising from initial user trials

    A Typographic Dilemma: Reconciling the old with the new using a new cross-disciplinary typographic framework

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    Current theory and vocabulary used to describe typographic practice and scholarship are based on a historically print-derived framework. As yet, no new paradigm has emerged to address the divergent path that screen-based typography is taking from its traditional print medium. Screen-based typography is becoming as common and widely used as its print counterpart. It is now timely to re-evaluate current typographic references and practices under these environments, which introduces a new visual language and form. This paper will attempt to present an alternate typographic framework to address these growing changes by appropriating concepts and knowledge from different disciplines. This alternate typographic framework has been informed through a study conducted as part of a research Doctorate in the School of Design at Northumbria University, UK. This paper posits that the current typographic framework derived from the print medium is no longer sufficient to address the growing differences between the print and screen media. In its place, an alternate cross-disciplinary typographic framework should be adopted for the successful integration and application of typography in screen-based interactive media. The development of this framework will focus mainly on three key characteristics of screen-based interactive media ¬¬– hypertext, interactivity and time-based motion – and will draw influences from disciplines such as film, computer gaming, interactive digital arts and hypertext fictions

    Textual Space and Metafiction in Mark Z Danielewski's House of Leaves

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    The thesis presents an argument that through employing metafictional techniques, experimentation with textual and graphic space and allusions to hypertextual devices, Mark Z. Danielewski's House of Leaves seeks to remind the reader of the presence of the book in print fiction. Danielewski dispenses with traditional textual formats in order to provoke the reader to realise the presence of the physical book in their hands. This is mirrored in the narrative as two of the main characters both obtain a copy of the very same book that the reader is holding. The author employs metafictional characteristics such as characters that acknowledge their fictional status whilst writing a book within a book. The first chapter of the thesis examines the potential of metatexts and criticism in the twenty-first century and a questioning of its continued relevance. Danielewski challenges textual space that potentially distances the reader from the narrative. There is an overwhelming amount of blank space in the text where there could have been narrative. The reader is told on several occasions that parts of the narrative are missing. Chapter Two is concerned with references to the book and the unconventional page aesthetics that encourage the reader to initially look at the page before actually 'looking through the page'. The final chapter compares House of Leaves with the hypertext fictions that it so often mirrors. The two forms of literature, whilst initially seeming quite different are actually very similar in narrative and form. House of Leaves appears to draw on some of the conventions associated with hypertext fiction in order to provide the reader a more active role in the reading of the text, whilst allowing them to understand the conventions of the writing. The experimentation with conventional textual space, metatextual techniques and references to electronic literature in House of Leaves challenge the nature of the physical book and its presence in contemporary prose fiction

    Semantic browsing of digital collections

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    Visiting museums is an increasingly popular pastime. Studies have shown that visitors can draw on their museum experience, long after their visit, to learn new things in practical situations. Rather than viewing a visit as a single learning event, we are interested in ways of extending the experience to allow visitors to access online resources tailored to their interests. Museums typically have extensive archives that can be made available online, the challenge is to match these resources to the visitor’s interests and present them in a manner that facilitates exploration and engages the visitor. We propose the use of knowledge level resource descriptions to identify relevant resources and create structured presentations. A system that embodies this approach, which is in use in a UK museum, is presented and the applicability of the approach to the broader semantic web is discussed
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