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Interactive Fictions
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Book Synopsis Writing Interactive Fiction with Twine by : Melissa Ford
Download or read book Writing Interactive Fiction with Twine written by Melissa Ford and published by Que Publishing. This book was released on 2016-04-25 with total page 836 pages. Available in PDF, EPUB and Kindle. Book excerpt: Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path. The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer. You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create! Get familiar with the popular Twine scripting program Learn how to design puzzles Build your own role-playing game with stat systems Maintain an inventory of objects Learn game design and writing basics Change the look of your story using CSS and HTML Discover where you can upload your finished games and find players
Book Synopsis Interactive Fictions by : Yael Halevi-Wise
Download or read book Interactive Fictions written by Yael Halevi-Wise and published by Bloomsbury Publishing USA. This book was released on 2003-09-30 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arguing that genre must play a role in our study of narrative fiction, this tour of the novel examines interactive storytelling scenes in which characters argue about how to tell a tale that meets their respective social and aesthetic expectations. Through intense readings of interactive storytelling scenes in works spanning the 17th through 20th centuries, Halevi-Wise demonstrates how dramatized arguments about storytelling open a window on social and generic dilemmas affecting the narrative of each novel at the time of its composition. Examined in detail are Cervantes' Don Quixote, Sterne's Tristam Shandy, Austen's Northanger Abbey, Dickens's Little Dorrit, Conrad's Lord Jim, Yehoshua's Mr. Mani, and Esquivel'sI Like Water for Chocolate. Redressing an imbalance between sociological approaches that displace aesthetic considerations and aesthetic analyses that bracket cultural phenomena, the author shows why both genre and culture must be taken into account when we analyze the formation and reception of a narrative. Each interactive storytelling event illustrates how social and aesthetic interests compete and reinvent themselves within their framing texts and those texts' respective national and historical contexts. Just as social interactions cannot be indefinitely displaced in the study of narrative fiction, genre cannot be ignored in the study of identity politics. What emerges from this unique examination is a postmodern poetics of the novel that takes genre and history into account.
Book Synopsis Twisty Little Passages by : Nick Montfort
Download or read book Twisty Little Passages written by Nick Montfort and published by MIT Press. This book was released on 2005-02-11 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: A critical approach to interactive fiction, as literature and game. Interactive fiction—the best-known form of which is the text game or text adventure—has not received as much critical attention as have such other forms of electronic literature as hypertext fiction and the conversational programs known as chatterbots. Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it. Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.
Book Synopsis Chris Crawford on Interactive Storytelling by : Chris Crawford
Download or read book Chris Crawford on Interactive Storytelling written by Chris Crawford and published by New Riders. This book was released on 2012-12-12 with total page 615 pages. Available in PDF, EPUB and Kindle. Book excerpt: As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.
Book Synopsis Creating Interactive Fiction with Inform 7 by : Aaron Reed
Download or read book Creating Interactive Fiction with Inform 7 written by Aaron Reed and published by Course Technology. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Índice abreviado: Why interactive fiction? 1. Understanding interactive fiction 2. Introducing the inform application 3. Creating a story world 4. Describing the story world 5. Making things happen 6. Understanding the player 7. Logic and control 8. Time, scenes, and pacing 9. Creating characters 10. Challenging assumptions 11. Finishing 12. Further pursuits A.A thought experiment B. Interactive fictions cited. Glossary. Index.
Book Synopsis Communication in the Age of Virtual Reality by : Frank Biocca
Download or read book Communication in the Age of Virtual Reality written by Frank Biocca and published by Taylor & Francis. This book was released on 2013-02-01 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Book Synopsis Deep into the Labyrinths in the Novels by Louise Welsh by : Eduardo García
Download or read book Deep into the Labyrinths in the Novels by Louise Welsh written by Eduardo García and published by Cambridge Scholars Publishing. This book was released on 2016-01-14 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Deep into the Labyrinths in the Novels by Louise Welsh is the first book to focus on the novels of Louise Welsh, one of the most acclaimed and interesting narrative voices in contemporary Scottish Literature. It explores the use of the image of the labyrinth as one of the sites for horror in classic Gothic literature and its rewriting into a contemporary gothic labyrinth in 21st century Scotland – and, by extension, in the European context – that co-exists with various other queer and intertextual labyrinths that complement and complicate it.This book analyses how Louise Welsh’s novels present different labyrinths that characters traverse and get lost in, and, by the same process, with which readers also become engaged. In both cases, characters and readers discover that the labyrinthine understanding of reality becomes more real than any other official version of reality. Each chapter of the book explores particular examples of these labyrinths, even though they are not linear: they tend to intermingle and intertwine.
Book Synopsis Truth in Fiction by : Franck Yann Lihoreau
Download or read book Truth in Fiction written by Franck Yann Lihoreau and published by Walter de Gruyter. This book was released on 2013-05-02 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essays collected in this volume are all concerned with the connection between fiction and truth. This question is of utmost importance to metaphysics, philosophy of language, philosophical logic and epistemology, raising in each of these areas and at their intersections a large number of issues related to creation, existence, reference, identity, modality, belief, assertion, imagination, pretense, etc. All these topics and many more are addressed in this collection, which brings together original essays written from various points of view by philosophers of diverse trends. These essays constitute major contributions to the current debates that the connection between truth and fiction continually enlivens, and give a sense of the directions in which research on this question is heading.
Book Synopsis The Aesthetics of Videogames by : Jon Robson
Download or read book The Aesthetics of Videogames written by Jon Robson and published by Routledge. This book was released on 2018-03-19 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.
Book Synopsis Virtual Reality Software & Technology by : Gurminder Singh
Download or read book Virtual Reality Software & Technology written by Gurminder Singh and published by World Scientific. This book was released on 1994 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Few technologies in recent years have attracted as much scientific, media and public attention as Virtual Reality. By providing a profoundly new paradigm for human-computer interaction, it is fundamentally changing the way people use and think about computers. Despite being in its infancy, Virtual Reality has found applications in such varied fields as entertainment, interactive arts, medicine, architecture, security, education, and financial analysis.The articles collected here were selected after thorough review and describe the state-of-the-art in Virtual Reality software and technology. Included are the latest results in software architectures, interaction techniques and devices, modeling techniques, and applications.
Book Synopsis Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds by : E. Granum
Download or read book Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds written by E. Granum and published by Springer Science & Business Media. This book was released on 2013-03-09 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.
Book Synopsis The Cambridge Companion to Postmodern American Fiction by : Paula Geyh
Download or read book The Cambridge Companion to Postmodern American Fiction written by Paula Geyh and published by Cambridge University Press. This book was released on 2017-04-24 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Few previous periods in the history of American literature could rival the richness of the postmodern era - the diversity of its authors, the complexity of its ideas and visions, and the multiplicity of its subjects and forms. This volume offers an authoritative, comprehensive, and accessible guide to the American fiction of this remarkable period. It traces the development of postmodern American fiction over the past half-century and explores its key aesthetic, cultural, and political contexts. It examines its principal styles and genres, from the early experiments with metafiction to the most recent developments, such as the graphic novel and digital fiction, and offers concise, compelling readings of many of its major works. An indispensable resource for students, scholars, and the general reader, the Companion both highlights the extraordinary achievements of postmodern American fiction and provides illuminating critical frameworks for understanding it.
Book Synopsis Educating Character Through the Arts by : Laura D'Olimpio
Download or read book Educating Character Through the Arts written by Laura D'Olimpio and published by Taylor & Francis. This book was released on 2022-11-18 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume investigates the role of the arts in character education. Bringing together insights from esteemed philosophers and educationalists, it looks to the arts for insight into human character and explores the arts’ relationship to human flourishing and the development of the virtues. Focusing on the moral value of art and considering questions of whether there can be educational value in imaginative and non-narrative art, the nine chapters herein critically examine whether poetry, music, literature, films, television series, videogames, and even gardening may improve our understanding of human character, sharpen our moral judgement, inculcate or refine certain skills required for virtue, or perhaps cultivate certain virtues (or vices) themselves. Bringing together research on aesthetics, ethics, moral and character education, this book will appeal to students, researchers and academics of philosophy, arts, and education as well as philosophers of education, morality, aesthetics, and teachers of the arts.
Book Synopsis The Routledge Handbook of Fiction and Belief by : Alison James
Download or read book The Routledge Handbook of Fiction and Belief written by Alison James and published by Taylor & Francis. This book was released on 2023-12-22 with total page 815 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Fiction and Belief offers a fresh reevaluation of the relationship between fiction and belief, surveying key debates and perspectives from a range of disciplines including narrative and cultural studies, science, religion, and politics. This volume draws on global, cutting edge research and theory to investigate the historically variable understandings of fictionality, and allows readers to grasp the role of fictions in our understanding of the world. This interdisciplinary approach provides a thorough introduction to the fundamental themes of: Theoretical and Philosophical Perspectives on Fiction Fiction, Fact, and Science Social Effects and Uses of Fiction Fiction and Politics Fiction and Religion Questioning how fictions in fact shape, mediate or distort our beliefs about the real world, essays in this volume outline the state of theoretical debates from the perspectives of literary theory, philosophy, sociology, religious studies, history, and the cognitive sciences. It aims to take stock of the real or supposed effects that fiction has on the world, and to offer a wide-reaching reflection on the implications of belief in fictions in the so-called “post-truth” era.
Book Synopsis The Cambridge Companion to Popular Fiction by : David Glover
Download or read book The Cambridge Companion to Popular Fiction written by David Glover and published by Cambridge University Press. This book was released on 2012-04-05 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Popular commercial fiction emerged in the nineteenth century, with serialised novels and sensational penny dreadfuls. Today it remains a multi-million dollar industry giving pleasure to many, but it is also a field of growing interest for scholars and students of literature. This Companion covers the major developments in the history of popular fiction, with specially commissioned chapters on pulp fiction, bestsellers, and comics and graphic narratives. The volume also examines the public and personal everyday contexts within which popular texts are read, highlighting the ways in which such narratives have circulated across a variety of constantly changing media, including theatre, television, cinema and new computer-based digital forms. Case studies from key genres - crime fiction, romance and Gothic horror - as well as a full chronology and guide to further reading make this collection indispensable to all those interested in this complex and vibrant cultural field.
Download or read book Quests written by Jeff Howard and published by CRC Press. This book was released on 2008-01-24 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nigh
Book Synopsis The Routledge Companion to Experimental Literature by : Joe Bray
Download or read book The Routledge Companion to Experimental Literature written by Joe Bray and published by Routledge. This book was released on 2012 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Companion to Experimental Literature maps this expansive and multifaceted field, with essays on: the history of literary experiment from the beginning of the twentieth century to the present the impact of new media on literature, including multimodal literature, digital fiction and code poetry the development of experimental genres from graphic narratives and found poetry through to gaming and interactive fiction experimental movements from Futurism and Surrealism to Postmodernism, Avant-Pop and Flarf. Shedding new light on often critically neglected terrain, the contributors introduce this vibrant area, define its current state, and offer exciting new perspectives on its future.