cognitive competencies

By Hannah Ackermans, 3 November, 2015
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Abstract (in English)

This paper will discuss how picturebook applications place themselves within the tradition of children’s literature. In the discussion the various ends of hypermediacy will be emphasized.
Children’s literature is characterized through a child perspective, which is a narratological means developed within literary modernism. It reflects a consideration for the child reader’s cognitive capacity. Even though the narrator may have an adult voice, the story’s point of view reflects the point of view of a child, in order that the reader may be able to recognize—or at least imagine—the story’s universe, characters, milieu and plot. In picturebooks for children the child perspective is equally dominant through the pictures and the verbal text. And in picturebook applications environmental sounds duplicates the effect. One might therefore ask whether the child perspective is highlighted in multimodal children’s literature with hypermediacy as a result.
Picturebook applications seem to combine a cognitive consideration with performative aesthetics. Interactive elements increase the possibility of play. Thus, the applications can be characterized as playgrounds, which is a common way to define postmodern picturebooks (Meerbergen 2012, Sipe and Pantaleo 2008). The interactive elements might also increase the reader’s involvement in the storytelling, which is a common ambition in contemporary picturebooks (Ørjasæter 2014a). Schwebs 2014 argues that the affordances of an app is to bring a story to life in a multi-sensous way, and that the story-telling is embodied in the reader through the finger gestures. My point is that even hypermediated picturebooks such as Stian Hole’s trilogy on Garman have developed means for embodied sensuous experience (Ørjasæter 2014b). But when the picturebook Garmann’s summer is adapted to a picturebook application the multi-sensous story-telling becomes redundant. The story is told out loud as well as presented as scripture. The environment becomes audible as well as visible. The effect of this seemingly redundancy in the storytelling might be regarded as hypermediacy. The question is how it affects the work’s capacity to make embodied sensuous impression.
Apart from Remediation. Understanding New Media (1999) where Bolter and Grusin introduce their hypermediacy concept, the discussion in this paper will be influenced by Software takes command (2013) where Lev Manovich points out that ”computers and software are not just ’technology’ but rather the new medium in which we can think and imagine differently” (13). Thus, the research question in this paper will be: What does hypermediacy do to the way one thinks about children’s literature? Does it in any way alter what one thinks children’s literature is?

(source: ELO 2015 conference catalog)

By Luciana Gattass, 7 November, 2012
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264-273
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All Rights reserved
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Abstract (in English)

The entertainment industry has been revolutionized by digital media. Our interest in these changes lies in the current entertainment products, which seem to require not only mental activities but also bodily and cognitive actions that are inseparable from the content skills whereby we judge traditional mass culture. Since these skills require training in many areas, we have decided to call them cognitive competencies. This paper examines the cognitive competencies that are required and stimulated in the user’s interaction with modern entertainment products. A preliminary investigation prompts us to propose that these cognitive competencies are sensory, logical, creative, social, and cybertextual.

Description in original language
Abstract (in original language)

As mídias digitais têm revolucionado a indústria de entretenimento. O interesse nessas
mudanças recai sobre os produtos de entretenimento atuais que parecem demandar não apenas
atividades mentais, mas também a ação do corpo e de formas cognitivas, irredutíveis às habilidades
conteudísticas pelas quais julgamos a cultura de massa tradicional. Por se tratar de habilidades
que requerem capacitação em diversas áreas, decidimos denominá-las competências cognitivas. O objetivo do presente texto é investigar quais competências cognitivas estariam sendo requeridas e estimuladas nas práticas comunicativas do usuário dos produtos de entretenimento contemporâneos. Uma investigação preliminar nos encoraja a encaminhar a hipótese de que seriam as seguintes: sensoriais, lógicas, criativas, sociais e cibertextuais.

Pull Quotes

Os produtos de entretenimento atuais parecem demandar não apenas atividades mentais, mas também a ação do corpo e de formas cognitivas (como as inteligências social e emocional), irredutíveis às habilidades representacionais e conteudísticas pelas quais costumamos julgar a cultura de massa. Por se tratar de competências que requerem capacitação em diversas áreas decidimos denominá-las por competências cognitivas.