A Companion to Digital Literary StudiesRay Siemens, Susan Schreibman This Companion offers an extensive examination of how new technologies are changing the nature of literary studies, from scholarly editing and literary criticism, to interactive fiction and immersive environments.
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Contents
2000 | |
Disciplinary Impact and Technological Obsolescence | |
Digital Literagr Studies | |
Eighteenth Century Literature in English and Other | |
A Survey of Digital | |
Hypertext and Avant texte in Twentieth Century | |
Performance and Interaction | |
Digital Games Player Modifications | |
Text and Practice | |
Modeling in Literary Studies | |
Digital and Analog Texts | |
Cybertextuality and Philology | |
Electronic Scholarly Editions | |
The Text Encoding Initiative and the Study of Literature | |
Surface Data Interaction | |
Is There a Text on This Screen? Reading in an Era | |
The New Media Sphere | |
The Virtual Codex from Page Space to E space | |
Fictional Worlds in the Digital | |
The History and Nature of Interactive | |
Literary and Technical Images | |
Readers in Digital Literature | |
A Look at Generative Visual | |
Algorithmic Criticism | |
Writing Machines | |
uantitative Anal sis and Literar Studies | |
The Virtual Library | |
Practice and Preservation Format Issues | |
Character Encoding | |
Annotated Overview of Selected Electronic Resources | |
Index | |
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Accessed October analysis Archive audience authors BioWare blogosphere blogs browser character encoding characters codex collections Collex create critical culture cybernetics cybertext database digital games Digital Humanities digital library digital literature Digital Medievalist digital poetry documents early modern editors electronic editions Electronic Text elements English environment example format function genre graphical hypertext hypertext fiction images interactive fiction interface journal language literary studies machine markup material Memex metadata modding multimedia narrative novel performance player character players poems possible produced projects published reader reading scholarly editions scholars scholarship screen SGML Shakespeare simulation space standard story structure Tale-Spin Text Encoding Text Encoding Initiative textons textual Thomas MacGreevy Unicode University Press users virtual visual Wardrip-Fruin words writing