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Träfflista för sökning "WFRF:(Makai Péter Kristóf) "

Sökning: WFRF:(Makai Péter Kristóf)

  • Resultat 1-10 av 22
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1.
  • Askander, Mikael, et al. (författare)
  • Transmedial storyworlds
  • 2022
  • Ingår i: Intermedial Studies. - London : Routledge. - 9781032004549 - 9781032004662 - 9781003174288 ; , s. 265-281
  • Bokkapitel (refereegranskat)abstract
    • Sherlock Holmes has travelled across media borders extensively: from technical to technical medium, from basic to basic medium, and from qualified to qualified medium. Through the decades, Sherlock Holmes appeared in many different forms of storytelling and media constellations, so we can analyse the character in terms of transmediality. This chapter discusses one such example: Penny Dreadful, which originated in 2014 as a television series created by the acclaimed Hollywood screenwriter John Logan. The very same processes of worldmaking that have made Welcome to Night Vale successful have enabled the creation of the transmedial worlds of the Sherlock Holmes universe and the transfiction Penny Dreadful. Following Marie-Laure Ryan’s analysis of transmedia, Jan-Noel Thon also notes that transmedial storyworlds can be varying mixtures of canonical media products and fan-produced material. In terms of media modalities, a contemporary audio drama that mimics a community radio broadcast uses a single sensory modality: all information reaches the listeners through the ear.
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2.
  • Barbara, Jonathan, et al. (författare)
  • The Sacra Infermeria — a focus group evaluation of an augmented reality cultural heritage experience
  • 2022
  • Ingår i: New Review of Hypermedia and Multimedia. - : Taylor & Francis. - 1361-4568 .- 1740-7842. ; 28:3-4, s. 143-171
  • Tidskriftsartikel (refereegranskat)abstract
    • The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics at the end of the article. 
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3.
  • Koenitz, Hartmut, et al. (författare)
  • A Shared Vocabulary for Interactive Digital Narrative (IDN) : An Encyclopedia Project
  • 2021
  • Ingår i: Games and Narrative. - Cham : Springer. - 9783030815387 - 9783030815370 ; , s. 207-229
  • Bokkapitel (refereegranskat)abstract
    • The design and study of interactive digital narratives (IDN) is a multidisciplinary field. Scholars and practitioners concerned with the topic originate from fields such as literary studies, computer sciences, games studies, media studies, fine art, filmmaking. Consequently, they not only bring a wealth of productive perspectives to the table, but also differences in terminology. This fact alone can be a cause for confusion, yet it is further amplified by diverging meanings of the same term in different disciplinary contexts. In the field, there is a long-standing issue, we propose concrete steps towards the development of a shared vocabulary in the form of an online encyclopedia, taking inspiration from the Living Handbook of Narratology and the Stanford Encyclopedia of Philosophy. This work is developed in the INDCOR EU COST action, a network currently encompassing more than 160 members from 37 countries.
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4.
  • Makai, Péter Kristóf, 1988- (författare)
  • A toolkit for the intermedial analysis of computer games
  • 2022
  • Ingår i: Intermedial Studies. - London : Routledge. - 9781032004549 - 9781032004662 - 9781003174288 ; , s. 309-328
  • Bokkapitel (refereegranskat)abstract
    • This chapter presents a series of research steps and sample questions that intermedial scholars will want to pursue to make sense of video games through the lens of their relationship to other media. For simplicity’s sake, we chose to include only single-player games to give prospective intermedial scholars of games a clearer idea of what a basic intermedial analysis of a game might entail. Almost all video games are animated. Whether it is via a sparkling animation of a gemstone or the elaborate motion-captured facial performance of a real actor, the worlds of computer games come alive as a result of the painstaking work of animators. Toonstruck is a graphical adventure game, which is a submedium of the qualified media type we call the video game. One shining example of how computer games adapt the conventions of literature is the textual adventure game 80 Days. 80 Days is an exquisitely crafted piece of playable literature.
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6.
  • Makai, Péter Kristóf, 1988- (författare)
  • Ascending the Evolutionary Trees : The 'Epic of Evolution' Narrative in Games
  • 2020
  • Ingår i: DiGRA ’20. - : Digra.
  • Konferensbidrag (refereegranskat)abstract
    • The extended abstract outlines the analysis of games like Ancestors: The Humankind Odyssey (2019) and the incremental game Cell to Singularity - Evolution Never Ends (2019) in terms of the biological and technological trees the player 'ascends' by playing the game.
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9.
  • Makai, Péter Kristóf, 1988- (författare)
  • Befejezetlen múlt : a fogyasztás és a szórakoztatás utópiáinak térbeli kifejeződése a Disney-élményparkok Tomorrowlandjében és azon túl
  • 2015
  • Ingår i: Apertúra. - Szeged : Pompeji Alapítvány. - 1787-7245. ; 10:3
  • Tidskriftsartikel (refereegranskat)abstract
    • A páratlan népszerűségnek örvendő Disney-médiabirodalom az ötvenes években úttörő lépést tett meg a szórakoztatóipar világában: megalkotta az első élményparkot [theme park]. Disneyland mérföldkő volt a tömegszórakoztatásban, magas színvonalon kínált fizikai virtuális valóságot, ahol a látogatók belecsöppenhettek a Disney-filmek világába. A cikk a négy nagy régió közül a Tomorrowland példáján mutatja be Walt Disney technoutopizmusának térbeli kivetülését. A posztmodern gondolkodókkal ellentétben Tomorrowlandet történelmi kontextusba helyezve, az amerikai világkiállítások továbbéléseként mutatom be, és a Disney EPCOT-projektjén, a megvalósult Epcot Centeren, a készülő Tomorrowland film vírusmarketingjén és a The Sims 3: Into the Future kiegészítőjén át mutatom be, Walt Disney szentimentális modernizmusa hogyan öltött térbeli formát, milyen vizuális elemek segítik a futurisztikus térképződést, illetve, hogy a haladás eszméjének ikonikus reprezentációs hagyománya hogyan öröklődött tovább kortárs világunk szórakoztatóiparába.
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10.
  • Makai, Péter Kristóf, 1988- (författare)
  • Beyond Fantastic Self-indulgence : Aesthetic Limits to World-building
  • 2019
  • Ingår i: Sub-creating Arda. - Zolikofen : Walking Tree Publishers. - 9783905703405 ; , s. 57-92
  • Bokkapitel (refereegranskat)abstract
    • Contemporary fantasy and science-fiction construct original story-worlds to distance them from the primary world of the reader. This cognitive estrangement is supposed to perform a critical function, serving as a way to comment upon the social, economic and cultural relations of the author's primary world. This paper offers a cognitively infused criticism of the emphasis laid on world-building in today's SF/F fiction. In the contemporary media landscape, the proliferation of world-building fiction is largely due to the desperate need for the limitless expansion of successful intellectual property franchises. Rather than the plausibility of character actions and story arcs, these intellectual properties depend on the plausibility of the world for their success. Contrasting M. John Harrison's Viriconium universe and Jeff VanderMeer's The Southern Reach Trilogy with the aesthetics of world-building fiction, I employ a historico-critical approach to explore the limits of inner consistency in speculative writing and the (im)possibility of these story-worlds.
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