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Niran B. Abbas

Bio: Niran B. Abbas is an academic researcher. The author has contributed to research in topics: Electronic media & Interactivity. The author has an hindex of 1, co-authored 1 publications receiving 660 citations.

Papers
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Journal ArticleDOI
01 Jan 2004
TL;DR: In this paper, the authors argue that there is a significant difference in attitude between immersion in a game and immersive in a novel, and argue that we are becoming a culture more concerned with interactivity.
Abstract: From the Publisher: Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie-Laure Ryan demonstrates in Narrative as Virtual Reality, the questions raised by new, interactive technologies have their precursors and echoes in pre-electronic literary and artistic traditions. Formerly a culture of immersive ideals—getting lost in a good book, for example—we are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and interactivity to develop a phenomenology of reading. Ryan's analysis encompasses both traditional literary narratives and the new textual genres made possible by the electronic revolution of the past few years, such as hypertext, electronic poetry, interactive movies and drama, digital installation art, and computer role-playing games. Interspersed among the book's chapters are several "interludes" that focus exclusively on either key literary texts that foreshadow what we now call "virtual reality," including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science-fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext "novel" Twelve Blue, by Michael Joyce, and I'm Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theory—the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text's creation. About the Author: Marie-Laure Ryan is an independent scholar and former software consultant. She is the author of Possible Worlds, Artificial Intelligence, and Narrative Theory and the editor of Cyberspace Textuality: Computer Technology and Literary Theory.

660 citations


Cited by
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Book
01 Jan 2002
TL;DR: In this paper, the authors present an excellent introduction for courses focused on narrative but also an invaluable resource for students and scholars across a wide range of fields, including literature and drama, film and media, society and politics, journalism, autobiography, history, and still others throughout the arts, humanities, and social sciences.
Abstract: What is narrative? How does it work and how does it shape our lives? H. Porter Abbott emphasizes that narrative is found not just in literature, film, and theatre, but everywhere in the ordinary course of people's lives. This widely used introduction, now revised and expanded in its third edition, is informed throughout by recent developments in the field and includes one new chapter. The glossary and bibliography have been expanded, and new sections explore unnatural narrative, retrograde narrative, reader-resistant narratives, intermedial narrative, narrativity, and multiple interpretation. With its lucid exposition of concepts, and suggestions for further reading, this book is not only an excellent introduction for courses focused on narrative but also an invaluable resource for students and scholars across a wide range of fields, including literature and drama, film and media, society and politics, journalism, autobiography, history, and still others throughout the arts, humanities, and social sciences.

1,236 citations

Book
23 Mar 2003
TL;DR: This is a Second Edition of a book first co authored for 2003 that offers students conceptual frameworks for thinking through a range of key issues which have arisen over two decades of speculation on the cultural implications of new media.
Abstract: This is a Second Edition of a book first co authored for 2003. The book offers students conceptual frameworks for thinking through a range of key issues which have arisen over two decades of speculation on the cultural implications of new media .

833 citations

Book
01 Jan 2009
TL;DR: In this paper, the authors present a survey of approaches to constructing a storyworld from context of Narration to Narrative as a type of text, with a focus on the role of stories in science.
Abstract: List of Illustrations. The Elements. Preface . The Scope and Aims of This Book. Storytelling Media and Modes of Narration. Acknowledgments . 1. Getting Started: A Thumbnail Sketch of the Approach Developed in This Book. Toward a Working Definition of Narrative. Profiles of Narrative. Narrative: Basic Elements. 2. Background and Context: Framing the Approach. Interdisciplinary Perspectives on Narrative and Narrative Theory. Major Trends in Recent Scholarship on Narrative. 3. Back to the Elements: Narrative Occasions . Situating Stories. Sociolinguistic Approaches. Positioning Theory. The Narrative Communication Model. Conclusion. 4. Temporality, Particularity, and Narrative: An Excursion into the Theory of Text Types. From Contexts of Narration to Narrative as a Type of Text. Text Types and Categorization Processes. Narrative as a Text-Type Category: Descriptions vs. Stories vs. Explanations. Summing up: Text Types, Communicative Competence, and the Role of Stories in Science. 5. The Third Element: Or, How to Build a Storyworld . Narratives as Blueprints for Worldmaking. Narrative Ways of Worldmaking. Narrative Worlds: A Survey of Approaches. Configuring Narrative Worlds: The WHAT, WHERE, and WHEN Dimensions of Storyworlds. Worlds Disrupted: Narrativity and Noncanonical Events. 6. The Nexus of Narrative and Mind . The Consciousness Factor. Consciousness Across Narrative Genres. Experiencing Minds: What It's Like, Qualia, Raw Feels. Storied Minds: Narrative Foundations of Consciousness?. Appendix . Reproduction of Ernest Hemingway's "Hills Like White Elephants" (1927). Transcript of a Story Told during Face-to-Face Interaction: UFO or the Devil. Pages from Daniel's Clowes's Graphic Novel Ghost World (1997). Screenshots from Terry Zwigoff's Film Version of Ghost World (2001). Glossary . References. Index

511 citations

Book
06 Apr 2009
TL;DR: An Introduction to Narratology as mentioned in this paper is an accessible, practical guide to narratological theory and terminology and its application to literature, including a comprehensive overview of the key aspects of narratology by a leading practitioner in the field.
Abstract: An Introduction to Narratology is an accessible, practical guide to narratological theory and terminology and its application to literature. In this book, Monika Fludernik outlines: the key concepts of style, metaphor and metonymy, and the history of narrative forms narratological approaches to interpretation and the linguistic aspects of texts, including new cognitive developments in the field how students can use narratological theory to work with texts, incorporating detailed practical examples a glossary of useful narrative terms, and suggestions for further reading. This textbook offers a comprehensive overview of the key aspects of narratology by a leading practitioner in the field. It demystifies the subject in a way that is accessible to beginners, but also reflects recent theoretical developments and narratology’s increasing popularity as a critical tool.

395 citations

Journal ArticleDOI
01 Jan 2004
TL;DR: This article explores central thread in learning, play, as well as an essentialcharacteristic of virtual reality environments: interactivity, andritical review of examples of immersive virtual reality worldreated for children, with particular attention given to the role and nature of interactivity.
Abstract: The development of interactive, participatory, multisensoryenvironments that combine the physical with the virtual comes as anatural continuation to the computer game industrys constant racefor more exciting user experiences. Specialized theme parks andvarious other leisure and entertainment centers worldwide areembracing the interactive promise that games have made usersexpect. This is not a trend limited to the entertainment domain;non-formal learning environments for children are also followingthis path, backed up by a theoretical notion of play as a coreactivity in a childs development. In this article we explore acentral thread in learning, play, as well as an essentialcharacteristic of virtual reality environments: interactivity. Acritical review of examples of immersive virtual reality worldscreated for children, with particular attention given to the roleand nature of interactivity, is attempted. Interactivity isexamined in relation to learning, play, narrative, and tocharacteristics inherent in virtual reality, such as immersion,presence, and the creation of illusion.

379 citations