interactive media

By Dene Grigar, 30 August, 2020
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Abstract (in English)

In of day, of night Megan Heyward’s voice fuses disparate scenes into a coherent story about a woman's wanderings, a search to regain her sense of self. For what are our dreams if not a series of journey through our past, present, and potential?

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of day of night joins other journey stories from the Western literary tradition that explore the struggle of human beings to make sense of life and of their lives.

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College of Fine Arts (COFA), University of New South Wales is organising its latest graduation exhibition at Sydney.

The COFA Annual 2010 features a stunning array of animation, ceramics, drawing, digital imaging, environments, graphics, installation, interactive media, jewellery, motion graphics, objects, painting, photography, printmaking, sculpture, sound, textiles and video works by COFA's more than 350 graduating students.

The exhibition is an amazing opportunity to see Australia's next generation of creative talents before they make it big. 

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By Zuzana Husarova, 28 June, 2013
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The subject of the thesis is to introduce and contextualise the possibilities of writing in the interactive media as well as to study the literary art of interactive media in the Anglophone area. One of the attributes of the contemporary art pieces of interactive media is their intermedial character; the authors often link text, image and sound to introduce the fictional world. The aim of the thesis is on one hand to refer to the questions that are not new but have appeared in new circumstances due to the digital format and internet and on the other hand to refer to the questions typical for the digital fiction research. The research concentrates on the digital fiction – a digital piece written in a computer programme, in which the author offers a fictional world. The thesis addresses several aspects of digital fiction, whose combination indicates its characteristic status within the group of digital art – fragmentarity of narrative, multilinearity, interactivity, performativity, dynamics, intermediality and the principles of game and play. The current phenomena that influence also the creation of the analysed art pieces and their popularity among readers are the aesthetic attraction, in this context brought mainly by the use of media diversity, and the effort to evoke the most intensive experience in the shortest time span. The thesis consists apart from the introduction, conclusion and interludium (dealing with the materiality of digital fiction) of four chapters. The scientific approaches to the problematics of writing in the interactive media are in the second parts of these chapters used in the process of analysis-interpretation of particular digital fiction pieces.

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Predmetom dizertačnej práce je predstavenie a kontextualizácia možností písania v interaktívnych médiách a skúmanie literárneho umenia interaktívnych médií v anglofónnom priestore. Pre dnešnú tvorbu umeleckých diel v interaktívnych médiách je príznačný intermediálny charakter; autori pre predstavenie fiktívneho sveta často prepájajú text, obraz a zvuk do výpovedného celku. Cieľom práce je vyjadriť sa jednak k otázkam, ktoré síce nie sú nové, avšak digitálny formát a priestor internetu im umožnili nadobudnúť nové rozmery a aj k otázkam pre výskum digitálnej fikcie špecifickým. Výskum sa zameriava na digitálnu fikciu – v počítačovom programe napísané digitálne dielo, v ktorom autor ponúka svet fikcie. V práci sú predstavené viaceré aspekty digitálnej fikcie, ktorých kombinácia je indikátorom jej charakteristického postavenia v rámci ostatného digitálneho umenia – fragmentárnosť rozprávania, multilinearita, interaktivita, performativita, dynamika, intermedialita a princípy hry a hravosti. Fenoménmi súčasnosti, ktoré pôsobia aj na tvorbu skúmaných diel a ich čitateľskú popularitu sú estetická atraktivita, ktorú v tomto kontexte prináša predovšetkým využitie diverzity medialít a pokus o vyvolanie čo najintenzívnejšieho zážitku v čo najkratšom čase. Práca pozostáva okrem úvodu, záveru a interlúdia (venovanému kategórii materiality digitálnej fikcie) zo štyroch kľúčových kapitol. V týchto kapitolách sú vedecké prístupy k skúmanej problematike písania v interaktívnych médiách následne využité pri analýze-interpretácii konkrétnych digitálnych fikcií.

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By Luciana Gattass, 26 October, 2012
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978-85-63368-01-0
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This book is a compilation of essays by well-known Brazilian researchers on the historically emergent and transnational phenomenon of cyberculture, the socio-technological formation corresponding to the contemporary development of late capitalism, articulated and modulated by the collective appropriation of interactive media and of cyberspace. The second online eBook of the ABCiber Collection, open to universal access, this project concentrates and deepens theoretical, epistemological and methodological concerns about the main characteristics of the civilizing process postulated therein, of an advanced multimediatic base – its origins, state of the art, trends and horizons –, and particularly how this process is expressed in Brazil, be it through its problematic aspects or through to its diversity and potentialities. As such, this book complements the reflective and critical cycle introduced by the first volume of the Collection, offering an abundant source of discussions encompassing diverse fields of human endeavor, such as the science, research and education of journalism and photography, music and entertainment, cyberspace, social networks and daily life, etc., as well as several areas of knowledge, including Communication, Information Science, Sociology, Philosophy, Semiotics, Political Science, Law, History, Education, Psychology, Arts and Design.

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Abstract (in original language)

A presente obra reúne textos de importantes pesquisadores brasileiros em torno do fenômeno historicamente emergente e transnacional da cibercultura, a formação sociotecnológica correspondente ao desenvolvimento contemporâneo do capitalismo tardio, articulado e modulado pela apropriação coletiva de media interativos e do ciberespaço. Segundo ebook online da Coleção ABCiber, aberto ao acesso universal, o projeto concentra e aprofunda preocupações teóricas, epistemológicas e metodológicas a respeito das principais características do processo civilizatório aí pressuposto, de base multimediática avançada – suas origens, seu estado da arte, suas tendências e horizontes –, e, em particular, de como ele se expressa no Brasil, seja por seus aspectos problemáticos, seja por sua diversidade e suas potencialidades. Como tal, a obra complementa o ciclo reflexivo e crítico aberto pelo primeiro volume da Coleção, totalizando um manancial próspero de argumentações que abarcam diferentes campos de atuação humana, como o da ciência, da pesquisa e do ensino, do jornalismo e da fotografia, da música e do entretenimento, do ciberespaço, das "redes sociais" e da vida cotidiana, e assim por diante, bem como várias áreas de conhecimento, entre elas a Comunicação, a Ciência da Informação, a Sociologia, a Filosofia, a Semiótica, a Ciência Política, o Direito, a História, a Educação, a Psicologia, as Artes e o Design.

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The 1st National Symposium of Researchers in Communication and Cyberculture organized by CENCIB – Center for Interdisciplinary Research on Communications and Cyberculture will be held at PUC/SP’s TUCA Auditorium from September 25 to 29, 2006. Part of the commemorations of this University’s 60th anniversary and of the 34 years of the Program of Post-Graduate Studies on Communication and Semiotics, the event is being sponsored exclusively by the Itaú Cultural, with funding by CAPES and cultural support by TUCA. Structured into 15 work sessions, including 11 thematic panels, the 5-day event will bring together about 45 researchers [35 conference speakers] from Post-Graduate Programs in Human Sciences and Applied Social Sciences of several Brazilian states. Their purpose will be to (1) discuss the relations among technologies/digital networks, contemporary culture and quotidian reorganization of society, economy and politics in Brazil and worldwide; and (2) found, during their work, a new scientific Association called (by a provisional referential name) SOCIB – Sociedade Brasileira para o Estudo da Cibercultura (Brazilian Society for the Study of Cyberculture).Due to the thematic nature of the Symposium and the representativeness of the research developed in Brazil on this theme, the conferences will encompass [1] rereadings of classical or long known themes, [2] a historical review and contextualization of traditional and modern concepts, [3] advanced reflective incursions within the ambit of the theory and critique of communications, politics and culture, [4] unveiling and analysis of objects, processes and emergent tendencies of cyberculture and of their social model articulated by cyberspace, and [5] a deconstruction of current mythologies.

O I Simpósio Nacional de Pesquisadores em Comunicação e Cibercultura constitui iniciativa do CENCIB – Centro Interdisciplinar de Pesquisas em Comunicação e Cibercultura, do Programa de Estudos Pós-Graduados em Comunicação e Semiótica da Pontifícia Universidade Católica de São Paulo, e está previsto para se realizar nessa Universidade, no período de 25 a 29 de setembro de 2006. Estruturado em 13 sessões de trabalho (12 painéis temáticos e uma plenária especial) e aberto à comunidade científica, o evento reunirá, em cinco dias consecutivos, no anfiteatro do TUCA, cerca de 40 pesquisadores(as) de Programas de Pós-Graduação de áreas das Ciências Humanas e Ciências Sociais Aplicadas de vários Estados brasileiros e cumprirá dupla finalidade: (1) discutir as relações entre tecnologias/redes digitais, cultura contemporânea e reorganização cotidiana do social, da economia e da política no Brasil e no mundo, espelhando, de maneira organizada, panorâmica e profunda, o estado da arte da pesquisa desenvolvida no país nesse campo temático; e (2) fundar, ao final dos trabalhos, uma associação interinstitucional de pesquisa, que, numa nomenclatura de referência provisória, sujeita a revisão, pode-se denominar SOCIB – Sociedade Brasileira para o Estudo da Cibercultura (nomenclatura referencial provisória). Em razão da natureza temática do evento e da representatividade da pesquisa desenvolvida no Brasil a respeito, as conferências abrangerão, certamente, [1] releituras reescalonadas de temas clássicos ou há muito conhecidos, [2] revisão e contextualização históricas de conceitos tradicionais e modernos, [3] incursões reflexivas de ponta no âmbito da teoria e da crítica da comunicação, da política e da cultura, [4] descortinamento e análise de objetos, processos e tendências emergentes, próprios da cibercultura e de seu modelo de social, articulado pelo ciberespaço, e [5] desconstrução de mitologias correntes.

(Fonte: PUC-SP)

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