Hamlet On The Holodeck
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Author | : Janet H. Murray |
Publisher | : MIT Press |
Total Pages | : 435 |
Release | : 2017-04-07 |
Genre | : Literary Criticism |
ISBN | : 0262533480 |
An updated edition of the classic book on digital storytelling, with a new introduction and expansive chapter commentaries. I want to say to all the hacker-bards from every field—gamers, researchers, journalists, artists, programmers, scriptwriters, creators of authoring systems... please know that I wrote this book for you.” —Hamlet on the Holodeck, from the author's introduction to the updated edition Janet Murray's Hamlet on the Holodeck was instantly influential and controversial when it was first published in 1997. Ahead of its time, it accurately predicted the rise of new genres of storytelling from the convergence of traditional media forms and computing. Taking the long view of artistic innovation over decades and even centuries, it remains forward-looking in its description of the development of new artistic traditions of practice, the growth of participatory audiences, and the realization of still-emerging technologies as consumer products. This updated edition of a book the New Yorker calls a “cult classic” offers a new introduction by Murray and chapter-by-chapter commentary relating Murray's predictions and enduring design insights to the most significant storytelling innovations of the past twenty years, from long-form television to artificial intelligence to virtual reality. Murray identifies the powerful new set of expressive affordances that computing offers for the ancient human activity of storytelling and considers what would be necessary for interactive narrative to become a mature and compelling art form. Her argument met with some resistance from print loyalists and postmodern hypertext enthusiasts, and it provoked a foundational debate in the emerging field of game studies on the relationship between narrative and videogames. But since Hamlet on the Holodeck's publication, a practice that was largely speculative has been validated by academia, artistic practice, and the marketplace. In this substantially updated edition, Murray provides fresh examples of expressive digital storytelling and identifies new directions for narrative innovation.
Author | : Janet H. Murray |
Publisher | : MIT Press |
Total Pages | : 499 |
Release | : 2011-11-23 |
Genre | : Design |
ISBN | : 0262302802 |
A foundational text offering a unified design vocabulary and a common methodology for maximizing the expressive power of digital artifacts. Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field. Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.
Author | : Ronald Tobias |
Publisher | : Writers Digest Books |
Total Pages | : 282 |
Release | : 1993-09-15 |
Genre | : Language Arts & Disciplines |
ISBN | : |
This book shows the reader how to take timeless storytelling structures and make them immediate, now, for fiction that's universal in how it speaks to the reader's heart and contemporary in detail and impact.Each chapter includes brief excerpts and descriptions of fiction from many times, many genres - myth and fairy tale, genre and mainstream fiction, film plots of all types, short story and novel.Find 20 fundamental plots that recur through all fiction - with analysis and examples - that outline benefits and warnings, for writers to adapt and elaborate in their own fiction.Ronald B. Tobias has spent his career as a writer moving from genre to genre, first as a short story writer, then as an author of fiction and nonfiction books and finally as a writer and producer of documentaries for public television. He is currently a professor in the Department of Media and Theatre Arts at Montana State University and the author of the Insider's Guide to Writing for Screen and Television. He lives in Bozeman, Montana.
Author | : Janet Horowitz Murray |
Publisher | : Simon and Schuster |
Total Pages | : 344 |
Release | : 1997 |
Genre | : Cyberspace |
ISBN | : 0684827239 |
Acclaimed by practitioners and theorists alike, this classic statement of the aesthetics of digital media shows how the computer is reshaping the stories we live by.
Author | : Jesper Juul |
Publisher | : MIT Press |
Total Pages | : 245 |
Release | : 2011-08-19 |
Genre | : Games & Activities |
ISBN | : 0262284138 |
An in-depth analysis of game development and rules and fiction in video games—with concrete examples, including The Legend of Zelda, Grand Theft Auto, and more A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games. The book combines perspectives from such fields as literary and film theory, computer science, psychology, economic game theory, and game studies, to outline a theory of what video games are, how they work with the player, how they have developed historically, and why they are fun to play. Locating video games in a history of games that goes back to Ancient Egypt, Juul argues that there is a basic affinity between games and computers. Just as the printing press and the cinema have promoted and enabled new kinds of storytelling, computers work as enablers of games, letting us play old games in new ways and allowing for new kinds of games that would not have been possible before computers. Juul presents a classic game model, which describes the traditional construction of games and points to possible future developments. He examines how rules provide challenges, learning, and enjoyment for players, and how a game cues the player into imagining its fictional world. Juul’s lively style and eclectic deployment of sources will make Half-Real of interest to media, literature, and game scholars as well as to game professionals and gamers.
Author | : Noah Wardrip-Fruin |
Publisher | : MIT Press |
Total Pages | : 360 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780262232326 |
The relationship between story and game, and related questions of electronic writing and play, examined through a series of discussions among new media creators and theorists.
Author | : Lawrence M. Krauss |
Publisher | : Basic Books |
Total Pages | : 282 |
Release | : 2007-08-02 |
Genre | : Performing Arts |
ISBN | : 0465008631 |
How does the Star Trek universe stack up against the real universe? What warps when you're traveling at warp speed? What is the difference between a wormhole and a black hole? Are time loops really possible, and can I kill my grandmother before I am born? Anyone who has ever wondered "could this really happen?" will gain useful insights into the Star Trek universe (and, incidentally, the real world of physics) in this charming and accessible guide. Lawrence M. Krauss boldly goes where Star Trek has gone-and beyond. From Newton to Hawking, from Einstein to Feynman, from Kirk to Picard, Krauss leads readers on a voyage to the world of physics as we now know it and as it might one day be.
Author | : Noah Wardrip-Fruin |
Publisher | : MIT Press |
Total Pages | : 872 |
Release | : 2003-02-14 |
Genre | : Social Science |
ISBN | : 9780262232272 |
A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs—many of them now almost impossible to find—that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II—when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared—and the emergence of the World Wide Web—when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.
Author | : Marie-Laure Ryan |
Publisher | : JHU Press |
Total Pages | : 304 |
Release | : 2015-12 |
Genre | : Computers |
ISBN | : 1421417979 |
"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."--Page [4] of cover.
Author | : Patricia Cline Cohen |
Publisher | : Vintage |
Total Pages | : 514 |
Release | : 1999-06-29 |
Genre | : History |
ISBN | : 0679740759 |
In 1836, the murder of a young prostitute made headlines in New York City and around the country, inaugurating a sex-and-death sensationalism in news reporting that haunts us today. Patricia Cline Cohen goes behind these first lurid accounts to reconstruct the story of the mysterious victim, Helen Jewett. From her beginnings as a servant girl in Maine, Helen Jewett refashioned herself, using four successive aliases, into a highly paid courtesan. She invented life stories for herself that helped her build a sympathetic clientele among New York City's elite, and she further captivated her customers through her seductive letters, which mixed elements of traditional feminine demureness with sexual boldness. But she was to meet her match--and her nemesis--in a youth called Richard Robinson. He was one of an unprecedented number of young men who flooded into America's burgeoning cities in the 1830s to satisfy the new business society's seemingly infinite need for clerks. The son of an established Connecticut family, he was intense, arrogant, and given to posturing. He became Helen Jewett's lover in a tempestuous affair and ten months later was arrested for her murder. He stood trial in a five-day courtroom drama that ended with his acquittal amid the cheers of hundreds of fellow clerks and other spectators. With no conviction for murder, nor closure of any sort, the case continued to tantalize the public, even though Richard Robinson disappeared from view. Through the Erie Canal, down the Ohio and the Mississippi, and by way of New Orleans, he reached the wilds of Texas and a new life under a new name. Through her meticulous and ingenious research, Patricia Cline Cohen traces his life there and the many twists and turns of the lingering mystery of the murder. Her stunning portrayals of Helen Jewett, Robinson, and their raffish, colorful nineteenth-century world make vivid a frenetic city life and sexual morality whose complexities, contradictions, and concerns resonate with those of our own time.