R. Lyle Skains - Böcker
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6 produkter
6 produkter
226 kr
Skickas inom 7-10 vardagar
This Element looks at contemporary authorship via three key authorial roles: indie publisher, hybrid author, and fanfiction writer. The twenty-first century's digital and networked media allows writers to disintermediate the established structures of royalty publishing, and to distribute their work directly to - and often in collaboration with - their readers. This demotic author, one who is 'of the people', often works in genres considered 'popular' or 'derivative'. The demotic author eschews the top-down communication flow of author > text > reader, in favor of publishing platforms that generate attention capital, such as blogs, fanfiction communities, and social media.
1 467 kr
Skickas inom 10-15 vardagar
Winner of the 2023 N. Katherine Hayles Award for Criticism of Electronic LiteratureDigital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity—dating to the origins of the print novel—to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.
Designing and Conducting Practice-Based Research Projects
A Practical Guide for Arts Student Researchers
Inbunden, Engelska, 2024
1 610 kr
Skickas inom 5-8 vardagar
This is a textbook aimed primarily at upper undergraduate and Master’s students undertaking practice-based research in the arts, and includes practical guidance, examples, exercises, and further resources.The book offers definitions and a brief background to practice-related research in the arts, contextualization of practice-based methods within that frame, a step-by-step approach to designing practice-based research projects, chapter summaries, examples of practice-related research, exercises for progressing methods design and evaluating research approach, and lists for further reading. This textbook can serve as the foundation for a wider, online “living” textbook for practice-related research in the arts.
Designing and Conducting Practice-Based Research Projects
A Practical Guide for Arts Student Researchers
Häftad, Engelska, 2024
356 kr
Skickas
This is a textbook aimed primarily at upper undergraduate and Master’s students undertaking practice-based research in the arts, and includes practical guidance, examples, exercises, and further resources.The book offers definitions and a brief background to practice-related research in the arts, contextualization of practice-based methods within that frame, a step-by-step approach to designing practice-based research projects, chapter summaries, examples of practice-related research, exercises for progressing methods design and evaluating research approach, and lists for further reading. This textbook can serve as the foundation for a wider, online “living” textbook for practice-related research in the arts.
637 kr
Skickas inom 7-10 vardagar
Both the United Nations and the World Health Organization stress the need to address numerous increasingly urgent 'global challenges', including climate change and ineffectiveness of medication for communicable diseases.Despite climate change resulting from human activity, most humans feel their contribution is minimal; thus any effort made toward reducing individual carbon footprint is futile. Likewise, individual patients feel their health is their own problem; current increases in outbreaks of formerly controllable diseases like measles and tuberculosis show that this is not the case. There is a dire need to instil a stronger sense of personal responsibility, to act as individuals to resolve global issues, and the pilot studies presented in Using Interactive Digital Narrative in Science and Health Education offer an entertainment-as-education approach: interactive digital narrative.The researchers on these teams cross diverse disciplinary boundaries, with backgrounds in chemical engineering, microbiology, romantic studies, film studies, digital design, pedagogy, and psychology. Their approach in Using Interactive Digital Narrative in Science and Health Education to interdisciplinary research is discussed herein, as is the practice-based approach to crafting the interactive narratives for health and science communication and for specific audiences and contexts.
446 kr
Skickas inom 10-15 vardagar
Winner of the 2023 N. Katherine Hayles Award for Criticism of Electronic LiteratureDigital fiction has long been perceived as an experimental niche of electronic literature. Yet born-digital narratives thrive in mainstream culture, as communities of practice create and share digital fiction, filling in the gaps between the media they are given and the stories they seek. Neverending Stories explores the influences of literature and computing on digital fiction and how the practices and cultures of each have impacted who makes and plays digital fiction. Popular creativity emerges from subordinated groups often excluded from producing cultural resources, accepting the materials of capitalism and inverting them for their own carnivalesque uses. Popular digital fiction goes by many different names: webnovels, adventure games, visual novels, Twitter fiction, webcomics, Twine games, walking sims, alternate reality games, virtual reality films, interactive movies, enhanced books, transmedia universes, and many more. The book establishes digital fiction in a foundation of innovation, tracing its emergence in various guises around the world. It examines Infocom, whose commercial success with interactive fiction crumbled, in no small part, because of its failure to consider women as creators or consumers. It takes note of the brief flourish of commercial book apps and literary games. It connects practices of cognitive and conceptual interactivity, and textual multiplicity—dating to the origins of the print novel—to the feminine. It pushes into the technological future of narrative in immersive and mixed realities. It posits the transmedia franchises and the practices of fanfiction as examples of digital fiction that will continue indefinitely, regardless of academic notice or approval.