ISBN:
9781421412252
Language:
English
Pages:
1 Online-Ressource (553 pages)
Parallel Title:
Erscheint auch als The Johns Hopkins guide to digital media
DDC:
302.23/1
Keywords:
Mass media Technological innovations
;
Social aspects
;
Digital media
;
Electronic books
;
Electronic books
;
Electronic books
;
Neue Medien
Abstract:
The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field.
Abstract:
Cover -- Contents -- Preface -- Algorithm -- Alternate Reality Gaming -- Analog versus Digital -- Animated Poetry -- Animation/Kineticism -- Archive -- Artificial Intelligence -- Artificial Life -- Augmented Reality -- Authoring Systems -- Avatars -- Biopoetry -- Blogs -- Book to E-text -- Cave -- Cell Phone Novel -- Characteristics of Digital Media -- Chatterbots -- Cheats -- Code -- Code Aesthetics -- Cognitive Implications of New Media -- Collaborative Narrative -- Collective Intelligence -- Combinatory and Automatic Text Generation -- Computational Linguistics -- Conceptual Writing -- Copyright -- Critical Editions in the Digital Age -- Critical Theory -- Crowdsourcing -- Cut Scenes -- Cyberfeminism -- Cybernetics -- Cyberpunk -- Cyberspace -- Cyborg and Posthuman -- Data -- Database -- Dialogue Systems -- Digital and Net Art -- Digital Fiction -- Digital Humanities -- Digital Installation Art -- Digital Poetry -- Early Digital Art and Writing (Pre-1990) -- Easter Eggs -- E-books -- Electronic Literature -- Electronic Literature Organization -- E-mail Novel -- Emergence -- Ethics in Digital Media -- Fan Fiction -- Film and Digital Media -- Flarf -- Flash/Director -- Free and Open-Source Software -- Game Genres -- Game History -- Game Theory -- Gameplay -- Games and Education -- Games as Art/Literature -- Games as Stories -- Gender and Media Use -- Gender Representation -- Glitch Aesthetics -- Graph Theory -- Graphic Realism -- Hacker -- History of Computers -- Hoaxes -- Holopoetry -- Hypertextuality -- Identity -- Immersion -- Independent and Art Games -- Interactive Cinema -- Interactive Documentary -- Interactive Drama -- Interactive Fiction -- Interactive Narrative -- Interactive Television -- Interactivity -- Interface -- Language Use in Online and Mobile Communication -- Life History -- Linking Strategies -- Location-Based Narrative.
Description / Table of Contents:
Cover; Contents; Preface; Algorithm; Alternate Reality Gaming; Analog versus Digital; Animated Poetry; Animation/Kineticism; Archive; Artificial Intelligence; Artificial Life; Augmented Reality; Authoring Systems; Avatars; Biopoetry; Blogs; Book to E-text; Cave; Cell Phone Novel; Characteristics of Digital Media; Chatterbots; Cheats; Code; Code Aesthetics; Cognitive Implications of New Media; Collaborative Narrative; Collective Intelligence; Combinatory and Automatic Text Generation
Description / Table of Contents:
Computational Linguistics; Conceptual Writing; Copyright; Critical Editions in the Digital Age; Critical Theory; Crowdsourcing; Cut Scenes; Cyberfeminism; Cybernetics; Cyberpunk; Cyberspace; Cyborg and Posthuman; Data; Database; Dialogue Systems; Digital and Net Art; Digital Fiction; Digital Humanities; Digital Installation Art; Digital Poetry; Early Digital Art and Writing (Pre-1990); Easter Eggs; E-books; Electronic Literature; Electronic Literature Organization; E-mail Novel; Emergence
Description / Table of Contents:
Ethics in Digital Media; Fan Fiction; Film and Digital Media; Flarf; Flash/Director; Free and Open-Source Software; Game Genres; Game History; Game Theory; Gameplay; Games and Education; Games as Art/Literature; Games as Stories; Gender and Media Use; Gender Representation; Glitch Aesthetics; Graph Theory; Graphic Realism; Hacker; History of Computers; Hoaxes; Holopoetry; Hypertextuality; Identity; Immersion; Independent and Art Games; Interactive Cinema; Interactive Documentary
Description / Table of Contents:
Interactive Drama; Interactive Fiction; Interactive Narrative; Interactive Television; Interactivity; Interface; Language Use in Online and Mobile Communication; Life History; Linking Strategies; Location-Based Narrative; Ludus and Paidia; Machinima; Markup Languages; Mashup; Materiality; Media Ecology; Mediality; Mobile Games; MUDs and MOOs; Music; Narrativity; Networking; N-gram; Nonlinear Writing; NPC (Nonplayer Character); Old Media / New Media; Online Game Communities
Description / Table of Contents:
Online Worlds; Ontology (in Games); Participatory Culture; Performance; Platform; Plot Types and Interactivity; Politics and New Media; Preservation; Procedural; Quest Narrative; Race and Ethnicity; Randomness; Reading Strategies; Relations between Media; Remediation; Remix; Role-Playing Games; Sampling; Search; Searle's Chinese Room; Self-Reflexivity in Electronic Art; Semantic Web; Simulation; Social Network Sites (SNSs); Software Studies; Sound; Spatiality of Digital Media
Description / Table of Contents:
Story Generation
Note:
Includes bibliographical references at the end of each chapters
URL:
Volltext
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Volltext
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