Marie-Laure Ryan: Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (2001)

11 October 2009, dusan

Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie—Laure Ryan demonstrates in Narrative as Virtual Reality, 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, Narrative as Virtual Reality 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 of the past few years, such as hypertext, interactive movies and drama, digital installation art, and computer role—playing games. Interspersed among the book’s chapters are several “interludes” that focus exclusively on either key literary texts that foreshadow what we now call “virtual reality,” including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science—fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext “novel” Twelve Blue, by Michael Joyce, and I’m Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she 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.

Publisher Johns Hopkins University Press, 2001
ISBN 0801864879, 9780801864872
399 pages

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PDF (updated on 2013-6-28, some images missing)

Ars Electronica Festival Documentation & Catalog Archive, 1979-2007

11 September 2009, pht

The Festival documentation presents selected art projects and relevant texts from 27 years of Ars Electronica. Some of the texts showcased here have been abridged; you’ll find the full text in the Catalog Archive, which contains unabridged versions of all texts that have been published in the Ars Electronica catalogs since 1979.

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Judy Malloy (ed.): Women, Art, and Technology (2003)

5 September 2009, dusan

“Although women have been at the forefront of art and technology creation, no source has adequately documented their core contributions to the field. Women, Art, and Technology, which originated in a Leonardo journal project of the same name, is a compendium of the work of women artists who have played a central role in the development of new media practice. The book includes overviews of the history and foundations of the field by, among others, artists Sheila Pinkel and Kathy Brew; classic papers by women working in art and technology; papers written expressly for this book by women whose work is currently shaping and reshaping the field; and a series of critical essays that look to the future.

Artist contributors include computer graphics artists Rebecca Allen and Donna Cox; video artists Dara Birnbaum, Joan Jonas, Valerie Soe, and Steina Vasulka; composers Cecile Le Prado, Pauline Oliveros, and Pamela Z; interactive artists Jennifer Hall and Blyth Hazen, Agnes Hegedus, Lynn Hershman, and Sonya Rapoport; virtual reality artists Char Davies and Brenda Laurel; net artists Anna Couey, Monika Fleischmann and Wolfgang Strauss, Nancy Paterson, and Sandy Stone; and choreographer Dawn Stoppiello. Critics include Margaret Morse, Jaishree Odin, Patric Prince, and Zoe Sofia.”

Foreword by Pat Bentson
Publisher MIT Press, 2003
ISBN 0262134241, 9780262134248
541 pages

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PDF (6 MB, updated on 2020-4-23)