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  1. Literatura e hipermedia
    la irrupción de la literatura interactiva: precedentes y crítica
    Published: 2000
    Publisher:  Paidós, Barcelona [u.a.]

    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: Spanish
    Media type: Book
    ISBN: 8449309247
    RVK Categories: EC 1990
    Series: Papeles de comunicación ; 30
    Subjects: Interactive multimedia; Literature and technology; Hypertext; Neue Medien; Literatur
    Scope: 207 S.
  2. Vernetzte Medien
    Analyse und Deskription des pädagogischen und öffentlichen Diskurses im Kontext neuer Anforderungen an den Nutzer
    Published: 2001
    Publisher:  RabenStück, Chemnitz

    Universitätsbibliothek Eichstätt-Ingolstadt
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    Hochschule für Fernsehen und Film, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 3980666395
    RVK Categories: AP 12800 ; ST 270
    Subjects: Interactive multimedia; Internet in education; Neue Medien; Medienpädagogik; Medienkonsum
    Scope: 166 S., Ill., graph. Darst.
  3. Arts et multimédia
    l'oeuvre d'art et sa reproduction à l'ère des médias interactifs
    Published: 1999
    Publisher:  Éd. de la Sorbonne, Paris

    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Universitätsbibliothek Passau
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  4. Performing the force
    essays on immersion into science fiction, fantasy and horror environments
    Published: 2001
    Publisher:  McFarland, Jefferson, NC

    Universitätsbibliothek Bayreuth
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    Universitätsbibliothek der LMU München
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0786408952
    Subjects: Interactive multimedia; Virtual reality; Interaktive Medien; Science-Fiction-Literatur; Virtuelle Realität
    Scope: VII, 207 S.
    Notes:

    Literaturverz. S. 197-200

  5. Newsgames
    journalism at play
    Author: Bogost, Ian
    Published: 2010
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262289221
    RVK Categories: AP 15961 ; AP 16100
    Subjects: Video games; Online journalism; Interactive multimedia; Nachricht; Computerspiel; Journalismus; Simulationsspiel
    Scope: 235 p.
    Notes:

    Includes bibliographical references and index

    Newsgames -- Current events -- Infographics -- Documentary -- Puzzles -- Literacy -- Community -- Platforms -- Journalism at play

  6. The new digital storytelling
    creating narratives with new media
    Published: [2017]
    Publisher:  Praeger, Santa Barbara, California

    Hochschule für Angewandte Wissenschaften Hof - Hochschule Hof, Bibliothek
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    Universitätsbibliothek Passau
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781440849602
    RVK Categories: EC 8795 ; AP 15840
    Edition: Revised and updated edition
    Subjects: Interactive multimedia; Digital storytelling; Storytelling; World Wide Web 2.0; Erzählen; Softwareplattform; Computerunterstützter Unterricht
    Scope: xxi, 291Seiten, 25 cm
    Notes:

    Includes bibliographical references (pages 275-282) and index

  7. The new digital storytelling
    creating narratives with new media
    Published: [2017]
    Publisher:  Praeger, Santa Barbara, California ; Denver, Colorado

    Explains the modern expression of the ancient art of storytelling, weaving images, music, text, audio, video, and music together. This book describes the narrative creation process with personal video, blogs, podcasts, digital imagery, multimedia... more

    Universitätsbibliothek Eichstätt-Ingolstadt
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    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Explains the modern expression of the ancient art of storytelling, weaving images, music, text, audio, video, and music together. This book describes the narrative creation process with personal video, blogs, podcasts, digital imagery, multimedia games, social media, and augmented reality

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781440849619
    RVK Categories: AP 15840 ; EC 8795
    Edition: Revised and updated edition
    Subjects: Datenverarbeitung; Interactive multimedia; Digital storytelling; Storytelling; World Wide Web 2.0; Softwareplattform; Computerunterstützter Unterricht; Erzählen
    Scope: 1 Online-Ressource (xxi, 291 Seiten)
  8. New literary hybrids in the age of multimedia expression
    crossing borders, crossing genres
    Contributor: Cornis-Pope, Marcel (Publisher)
    Published: [2014]; © 2014
    Publisher:  John Benjamins Publishing Company, Amsterdam ; Philadelphia

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
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    Source: Union catalogues
    Contributor: Cornis-Pope, Marcel (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789027269331
    RVK Categories: EC 3870 ; EC 5810 ; EC 8795
    Series: Comparative history of literatures in European languages = Histoire comparée des littératures de langues européennes ; volume 27
    Subjects: Hypertext literature, European; Literature and technology; Interactive multimedia; Internetliteratur; Neue Medien; Multimedia; Literatur; Mixed media; Hypertext; Edition; Interaktive Medien; Hybrides Leistungsbündel
    Scope: 1 online resource (463 pages), illustrations (some color)
    Notes:

    Description based on print version record

  9. Electronic literature
    Published: 2019
    Publisher:  Polity, Cambridge, UK ; Medford, MA, USA

    "Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks - literature that would not be possible without the contemporary digital context. In this vital introduction, Rettberg places the... more

    Universitätsbibliothek Augsburg
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    "Electronic Literature considers new forms and genres of writing that exploit the capabilities of computers and networks - literature that would not be possible without the contemporary digital context. In this vital introduction, Rettberg places the most significant genres of electronic literature in historical, technological and cultural contexts" ...

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781509516773; 9781509516780
    RVK Categories: EC 8795 ; AK 39950
    Subjects: Hypertext literature; Electronic publications; Interactive multimedia; Literature and the Internet; Literature and technology; Internetliteratur
    Scope: vii, 247 Seiten
    Notes:

    Includes bibliographical references and index

    Hier auch später erschienene, unveränderte Nachdrucke

  10. The systemic image
    a new theory of interactive real-time simulations
    Published: [2017]
    Publisher:  MIT Press, Cambridge, MA

    Hochschulbibliothek Ingolstadt
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262035040; 0262035049; 9780262335546
    RVK Categories: ST 340 ; ST 278
    Subjects: Kunst; Naturwissenschaft; Art; Science; Visualization; Interactive multimedia; Simulation methods; Art and technology; Ästhetik; Computersimulation; Bild; Echtzeitsimulation; Ikon
    Scope: 1 Online-Ressource (vii, 365 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  11. Por la vereda digital
    Published: 1999
    Publisher:  CONACULTA, [México]

    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Source: Union catalogues
    Language: Spanish
    Media type: Book
    ISBN: 9701831403; 9789701831403
    Edition: Primera edición
    Series: Teoría y práctica del arte
    Multimedia
    Subjects: Kultur; Digitalisierung; Ästhetik; Kunst
    Other subjects: Informática; Aplicaciones multimedia; Computers and civilization; Interactive multimedia; Information superhighway; Computers and civilization; Information superhighway; Interactive multimedia
    Scope: 411 Seiten, Illustrationen, 23 cm
  12. Narrative as virtual reality 2
    revisiting immersion and interactivity in literature and electronic media
    Published: 2015
    Publisher:  Johns Hopkins University Press, Baltimore

    "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has... more

    Universitätsbibliothek Augsburg
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    Universitätsbibliothek Würzburg
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    "When the first edition was written, the dominant form of electronic literature was hypertext fiction. The book devoted several chapters to hypertext theory, as well as to the difficulty of creating immersive hypertext narratives. Hypertextuality has lost none of its prominence as a principle of organization of the Web, but it is no longer considered avant-garde on the digital-literary scene. While the new forms that are currently being developed verify some of the recommendations made in NVR (shorter texts, greater reliance on multi-modality, self-referentiality and a tendency toward conceptual art), they generally avoid narrativity and its particular form of immersion, and even interactivity is no longer seen as indispensable. It is in the popular form of the video game that serious attempts are being made to reconcile immersion with interactivity. The second edition deals in greater detail with both the increase of narrativity in video games, and its loss in experimental digital literature. It also takes into consideration the creation of online worlds such as Second Life and World of Warcraft, which implement the idea of virtual reality in a way not foreseen by VR theorists of the nineties" ...

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781421417974
    RVK Categories: AN 39000 ; AP 15950 ; EC 2010
    Edition: [Second edition]
    Series: Literary theory / cultural studies
    Subjects: Books and reading; Hypertext literature; Electronic games; Interactive multimedia; Virtual reality; Narrative (Rhetoric); Elektronische Medien; Leseverhalten; Multimedia; Buch; Literatur
    Scope: xii, 291 Seiten, Illustrationen, Diagramme
    Notes:

    Revised edition of: Narrative as virtual reality : immersion and interactivity in literature and electronic media. 2001. - Includes bibliographical references and index

  13. Prehistoric digital poetry
    an archaeology of forms, 1959-1995
    Published: ©2007
    Publisher:  University of Alabama Press, Tuscaloosa

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0817380876; 9780817380878
    Series: Modern and contemporary poetics
    Subjects: Computer poetry; LITERARY CRITICISM / Poetry; Computer poetry; Computer poetry / Technique; Hypertext systems; Interactive multimedia; Computer; Textproduktion; Lyrik; Computer poetry; Computer poetry; Interactive multimedia; Hypertext systems; Lyrik; Textproduktion; Computer
    Scope: 1 Online-Ressource (xxiv, 349 pages)
    Notes:

    Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002

    Includes bibliographical references (pages 325-340) and index

    A chronology of works in digital poetry, 1959-1995 -- Introduction : evolving circuits of digital poetry -- Origination : text generation -- Visual and kinetic digital poems -- Hypertext and hypermedia -- Alternative arrangements for digital poetry -- Techniques enabled : (pro)fusions after poetry computerized

    Focusing on programs and experiments produced before the emergence of the World Wide Web in the mid-1990s, this title analyzes numerous landmark works of digital poetry to illustrate that the foundations of most advanced works are rooted in the rudimentary generative, visual, and interlinked productions of the genre's prehistoric period

  14. The Oxford handbook of interactive audio
    Contributor: Collins, Karen (Publisher); Kapralos, Bill (Publisher); Tessler, Holly (Publisher)
    Published: 2014
    Publisher:  Oxford Univ. Press, New York, NY [u.a.]

    What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned... more

    Universitätsbibliothek Bayreuth
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    What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice. As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.

     

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    Source: Union catalogues
    Contributor: Collins, Karen (Publisher); Kapralos, Bill (Publisher); Tessler, Holly (Publisher)
    Language: English
    Media type: Book
    ISBN: 9780199797226
    RVK Categories: LR 57790
    Subjects: Interactive multimedia; Video game music; Computer game music; Musik; Computermusik; Soundverarbeitung; Interaktive Medien; Computerspiel
    Scope: XXV, 594 S., Ill., graph. Darst.
    Notes:

    Machine generated contents note: SECTION 1 INTERACTIVE SOUND IN PRACTICE -- 1.Spatial Reconfiguration in Interactive Video Art / Holly Rogers -- 2.Navigating Sound: Locative and Translocational Approaches to Interactive Audio / Nye Parry -- 3.Defining Sound Toys: Play as Composition / Andrew Dolphin -- 4.Thinking More Dynamically about Using Sound to Enhance Learning from Instructional Technologies / M. J. Bishop -- 5.Acoustic Scenography and Interactive Audio: Sound Design for Built Environments / Jan Paul Herzer -- SECTION 2 VIDEOGAMES AND VIRTUAL WORLDS -- 6.The Unanswered Question of Musical Meaning: A Cross-domain Approach / Tom Langhorst -- 7.How Can Interactive Music Be Used in Virtual Worlds like World of Warcrafft / Jon Inge Lomeland -- 8.Sound and the Videoludic Experience / Guillaume Roux-Girard -- 9.Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity / Dave Raybould --

    Contents note continued: 10.Worlds of Music: Strategies for Creating Music-based Experiences in Videogames / Melanie Fritsch -- SECTION 3 THE PSYCHOLOGY AND EMOTIONAL IMPACT OF INTERACTIVE AUDIO -- 11.Embodied Virtual Acoustic Ecologies of Computer Games / Tom Garner -- 12.A Cognitive Approach to the Emotional Function of Game Sound / Inger Ekman -- 13.The Sound of Being There: Presence and Interactive Audio in Immersive Virtual Reality / Niels C. Nilsson -- 14.Sonic Interactions in Multimodal Environments: An Overview / Stefania Serafin -- 15.Musical Interaction for Health Improvement / Birgitta Cappelen -- 16.Engagement, Immersion and Presence: The role of Audio Interactivity in Location-aware Sound Design / Fionnuala Conway -- SECTION 4 PERFORMANCE AND INTERACTIVE INSTRUMENTS -- 17.Multisensory Musicality in Dance Central / Kiri Miller -- 18.Interactivity and Liveness in Electroacoustic Concert Music / Mike Frengel --

    Contents note continued: 19.Skill in Interactive Digital Music Systems / Michael Gurevich -- 20.Gesture in the Design of Interactive Sound Models / Benjamin Schroeder -- 21.Virtual Musicians and Machine Learning / Nick Collins -- 22.Musical Behavior and Amergence in Technoetic and Media Arts / Norbert Herber -- SECTION 5 TOOLS AND TECHNIQUES -- 23.Flow of Creative Interaction with Digital Music Notations / Alan F. Blackwell -- 24.Blurring Boundaries: Trends and Implications in Audio Production Software Developments / David Bessell -- 25.Delivering Interactive Experiences through the Emotional Adaptation of Automatically Composed Music / Michael Katchabaw -- 26.A Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player? / Stefania Serafin -- 27.Interactive Spectral Processing of Musical Audio / Victor Lazzarini -- SECTION 6 THE PRACTITIONER'S POINT OF VIEW --

    Contents note continued: 28.Let's Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in Games / Helen Mitchell -- 29.Our Interactive Audio Future / Damian Kastbauer -- 30.For the Love of Chiptune / Leonard J. Paul -- 31.Procedural Audio Theory and Practice / Andy Farnell -- 32.Live Electronic Preparation: Interactive Timbral Practice / Rafal Zapala -- 33.New Tools for Interactive Audio, and What Good they Do / Tim van Geelen

  15. Learning science through computer games and simulations
    Published: c2011
    Publisher:  National Academies Press, Washington, D.C.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0309185246; 9780309185240
    RVK Categories: DP 1962 ; DP 4630
    Corporations / Congresses:
    National Research Council (U.S.), Committee on Science Learning: Computer Games, Simulations, and Education (Verfasser)
    Subjects: EDUCATION / Teaching Methods & Materials / Science & Technology; Interactive multimedia; Science / Computer-assisted instruction; Science / Study and teaching (Elementary); Science / Study and teaching (Secondary); Naturwissenschaft; Science; Science; Science; Interactive multimedia; Computersimulation; Computerspiel; Naturwissenschaftlicher Unterricht
    Scope: 1 Online-Ressource (xi, 161 p.)
    Notes:

    At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential this book reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. It will guide academic researchers, developers, publishers, and entrepreneurs from the digital simulation and gaming community, and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate

    Includes bibliographical references (p. 129-148)

    Introduction -- - Learning with Simulations and Games -- - Simulations and Games in the Classroom -- - Simulations and Games in Informal Learning Contexts -- - The Role of Simulations and Games in Science Assessment -- - Bringing Simulations and Games to Scale -- - aAsearch Agenda for Simulations and Games -- - References and Bibliography -- - Appendix A: Commissioned Papers -- - Appendix B: Workshop Agenda -- - Appendix C: Biographical Sketches of Committee Members

  16. Memoryscopes
    remnants, forensics, aesthetics
    Author: Gibson, Ross
    Published: 2015
    Publisher:  UWAP Scholarly, Crawley, W.A.

    Bayerische Staatsbibliothek
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  17. Interactive digital narrative
    history, theory, and practice
    Published: 2015
    Publisher:  Routledge, New York, New York

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781138782396; 9781315769189
    RVK Categories: AP 15900
    Series: Routledge studies in European communication research and education ; 7
    Subjects: Geschichte; Digital storytelling; Interactive multimedia; Narration (Rhetoric); Digital media; Internetliteratur; Interaktive Medien
    Scope: 1 Online-Ressource (303 pages)
    Notes:

    Includes bibliographical references at the end of each chapters and index

  18. Transmedia archaeology
    storytelling in the borderlines of science fiction, comics and pulp magazines
    Published: 2014
    Publisher:  Palgrave Macmillan, Basingstoke [u.a.]

    Bayerische Staatsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781137434364
    Edition: 1. publ.
    Series: Palgrave pivot
    Subjects: Interactive multimedia; Digital storytelling; Convergence (Telecommunication); Neue Medien; Zeitschrift; Erzähltechnik; Medienkonvergenz; Intermedialität
    Scope: 95 S.
    Notes:

    Includes bibliographical references

  19. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0262013436; 0262302675; 9780262013437; 9780262302678
    Series: Software studies
    Subjects: Datentechnik; Technischer Fortschritt; Computerspiel; Alltagsbewusstsein; Sozialer Wandel; jeu informatique / simulation par ordinateur; Alltagsbewusstsein; Computerspiel; Datentechnik; Sozialer Wandel; Technischer Fortschritt; COMPUTERS / Digital Media / General; COMPUTERS / Interactive & Multimedia; COMPUTERS / Web / Site Design; COMPUTERS / Web / User Generated Content; Computer games / Social aspects; Digital computer simulation; Digital media; Interactive multimedia / Social aspects; Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Sozialer Wandel; Technischer Fortschritt; Datentechnik; Alltagsbewusstsein; Computerspiel
    Scope: 1 Online-Ressource (xv, 482 p.)
    Notes:

    Includes bibliographical references and index

    "Most books on digital media focus on what the machines of digital media look like from the outside but ignore the computational machines that make digital media possible. With this book, the first to approach computational processes from the perspective of media, games, and fiction, Wardrip-Fruin examines both the outside and the inside of digital media's machines."--BOOK JACKET.

  20. Writing youth
    young adult fiction as literacy sponsorship
    Published: [2017]
    Publisher:  Lexington Books, Lanham, Maryland

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781498538428
    Subjects: Young adult fiction, American; Young adult fiction, English; Young adult fiction; Literacy; Digital media; Interactive multimedia; Fiction
    Scope: VIII, 197 Seiten, 24 cm
    Notes:

    Includes bibliographical references and index

  21. Hamlet on the holodeck
    the future of narrative in cyberspace
    Published: [2017]; © 2017
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universität der Bundeswehr München, Universitätsbibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262533485
    RVK Categories: AP 15961 ; EC 8795 ; ET 790
    Edition: Updated edition
    Subjects: Interactive multimedia; Virtual reality; Literature; Narration (Rhetoric); Cyberspace; Erzähldynamik; Erzähltechnik; Cyberspace; Interaktion; Neue Medien
    Scope: xx, 413 Seiten
    Notes:

    Includes bibliographical references (pages 381-394) and index

  22. Literary gaming
    Published: [2014]; © 2014
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek der LMU München
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262322034
    Subjects: Gesellschaft; Philosophie; Internet games; Digital media; Interactive multimedia; Hypertext fiction; Fantasy games; Play (Philosophy); Intermediality; Computerspiel; Internetliteratur
    Scope: 1 Online-Ressource (x, 206 Seiten), Illustrationen
  23. Expressive processing
    digital fictions, computer games, and software studies
    Published: c2009
    Publisher:  MIT Press, Cambridge, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262302678
    RVK Categories: SU 500
    Series: Software studies (Cambridge, Mass.)
    Subjects: Gesellschaft; Interactive multimedia; Computer games; Digital media; Digital computer simulation; Datentechnik; Alltagsbewusstsein; Computerspiel; Technischer Fortschritt; Sozialer Wandel
    Scope: xv, 482 p.
    Notes:

    Includes bibliographical references and index

    Introduction -- The Eliza effect -- Computer game fictions -- Making models -- The tale-spin effect -- Character and author intelligence -- Authoring systems -- The SimCity effect -- Playable language and nonsimulative processes -- Conclusion -- Afterword

  24. Avatars of story
    Published: c2006
    Publisher:  University of Minnesota Press, Minneapolis

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780816697861
    Series: Electronic mediations ; v. 17
    Subjects: Interactive multimedia; Narration (Rhetoric); Interaktive Medien; Erzähltechnik
    Scope: xxiv, 275 p.
    Notes:

    Includes bibliographical references (p. 249-264) and index

  25. Prehistoric digital poetry
    an archaeology of forms, 1959-1995
    Published: c2007
    Publisher:  University of Alabama Press, Tuscaloosa

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780817315627; 0817315624; 9780817354220; 0817354220
    Series: Modern and contemporary poetics
    Subjects: Computer poetry; Computer poetry; Interactive multimedia; Hypertext systems; Lyrik; Textproduktion; Computer
    Scope: xxiv, 349 p.
    Notes:

    Includes bibliographical references (p. [325]-340) and index

    A chronology of works in digital poetry, 1959-1995 -- Introduction : evolving circuits of digital poetry -- Origination : text generation -- Visual and kinetic digital poems -- Hypertext and hypermedia -- Alternative arrangements for digital poetry -- Techniques enabled : (pro)fusions after poetry computerized