Marie-Laure Ryan: Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (2001)
Filed under book | Tags: · computer games, fiction, hypertext, immersion, installation art, interactivity, literature, narrative, phenomenology, postmodern, reading, textuality, virtual reality

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
PDF (updated on 2013-6-28, some images missing)
Comment (0)Jill Walker: Fiction and Interaction: How Clicking a Mouse Can Make You Part of a Fictional World (2003)
Filed under thesis | Tags: · fiction, gaming, hypertext, interactivity, literature
“This thesis is about works in which the user is a character in the fictional world, and it is about the kind of interaction that such works allow. In this introduction I will explain my research goals and introduce the theme of control, which is important in the thesis. I’ll also describe the genres I’m looking at, define some basic terms and present a summary of what each chapter deals with.”
Dr. art. thesis
Department of Humanistic Informatics, University of Bergen, 2003
Length 191 pages
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Mitchell Whitelaw: Metacreation: Art and Artificial Life (2004)
Filed under book | Tags: · aesthetics, artificial intelligence, artificial life, cellular automata, genome, interactivity, simulation

“Artificial life, or a-life, is an interdisciplinary science focused on artificial systems that mimic the properties of living systems. In the 1990s, new media artists began appropriating and adapting the techniques of a-life science to create a-life art; Mitchell Whitelaw’s Metacreation is the first detailed critical account of this new field of creative practice.
A-life art responds to the increasing technologization of living matter by creating works that seem to mutate, evolve, and respond with a life of their own. Pursuing a-life’s promise of emergence, these artists produce not only artworks, but generative and creative processes: here creation becomes metacreation.
Whitelaw presents a-life art practice through four of its characteristic techniques and tendencies. “Breeders” use artificial evolution to generate images and forms, in the process altering the artist’s creative agency. “Cybernatures” form complex, interactive systems, drawing the audience into artificial ecosystems. Other artists work in “Hardware,” adapting Rodney Brooks’s “bottom-up” robotics to create embodied autonomous agencies. The “Abstract Machines” of a-life art de-emphasize the biological analogy, using techniques such as cellular automata to investigate pattern, form and morphogenesis.
In the book’s concluding chapters, Whitelaw surveys the theoretical discourses around a-life art, before finally examining emergence, a concept central to a-life, and key, it is argued, to a-life art.”
Publisher MIT Press, 2004
ISBN 0262232340, 9780262232340
281 pages
PDF (updated on 2012-8-11)
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