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This book constitutes the refereed proceedings of the 15th International Conference on Interactive Digital Storytelling, ICIDS 2022, held in Santa Cruz, CA, USA, in December 2022. The 30 full papers and 10 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 79 submissions.
This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
This volume collects documentation of the 2017 International Conference on Interactive Digital Storytelling Art Exhibition and new scholarly texts from the artists involved. The work traces themes of Time & Tempo across Digital Poetics and Literature, Digital Heritage, and Urban Space and Politics.
Proceedings of: CSCL 2002 meeting in Boulder, Colorado, January 7-11, 2002.
This book reappraises the philosophical value of short fiction by Virginia Woolf, Katherine Mansfield and Elizabeth Bowen, examining the stories through the lens of specific everyday objects. Looking at Woolf and armchairs, Mansfield and snack food, and Bowen and fashion accessories, it probes the aesthetic resonance between these stories’ form and contents and also considers the modes of thinking they might promote. Conceiving of their short fiction as intrinsically radical and experimental even within a wider context of modernist innovation, this book shows how these important women writers brought quotidian objects to riotous life, in such a way that tasked readers with reevaluating their everyday existence. Overall, Modernist Short Fiction and Things argues that short fiction epitomises modernist aesthetics, functioning as a resonant source for investigation and complementing and expanding our understanding of modernist epistemology.
Some of the world's most celebrated authors indicate signs of autism and AS. Through analysis of biographies, autobiographies, letters and diaries, Professor Julie Brown identifies literary talents who display characteristics of Autistic Spectrum Disorder (ASD) and uncovers the similarities in their writing that suggest atypical, autistic brains.
This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.
Art of Darkness is an ambitious attempt to describe the principles governing Gothic literature. Ranging across five centuries of fiction, drama, and verse—including tales as diverse as Horace Walpole's The Castle of Otranto, Shelley's Frankenstein, Coleridge's The Rime of the Ancient Mariner, and Freud's The Mysteries of Enlightenment—Anne Williams proposes three new premises: that Gothic is "poetic," not novelistic, in nature; that there are two parallel Gothic traditions, Male and Female; and that the Gothic and the Romantic represent a single literary tradition. Building on the psychoanalytic and feminist theory of Julia Kristeva, Williams argues that Gothic conventions such as the ha...
The first concerted effort of writing studies scholars to interrogate isolationism in the United States, Writing on the Wall reveals how writing teachers—often working directly with students who are immigrants, undocumented, first-generation, international, and students of color—embody ideas that counter isolationism. The collection extends existing scholarship and research about the ways racist and colonial rhetorics impact writing education; the impact of translingual, transnational, and cosmopolitan ideologies on student learning and student writing; and the role international educational partnerships play in pushing back against isolationist ideologies. Established and early-career s...
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.