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Enregistrement W311876237

"I Leave to Several Futures (Not to All) My Garden of Forking Paths": Proto-Interactivity in Late Fragment and the Tracey Fragments

2012· article· en· W311876237 sur OpenAlex
Patricia Gruben

Pourquoi ce travail est dans la base

Une base qui oublie comment elle a trouvé un travail ne peut pas être vérifiée. Voici les voies qui ont admis celui-ci.

aboutLe titre ou le résumé porte un signal canadien du lexique géographique.
no affAucune affiliation canadienne : ce travail est invisible pour une base fondée sur la seule affiliation.
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Notice bibliographique

RevueCineaction! · 2012
Typearticle
Langueen
DomaineEconomics, Econometrics and Finance
ThématiqueCinema and Media Studies
Établissements canadiensnon disponible
Organismes subventionnairesnon disponible
Mots-clésInteractivityNarrativeAdventurePlot (graphics)Movie theaterComputer scienceArtVisual artsAction (physics)Computer graphics (images)MultimediaArtificial intelligenceLiteratureMathematics
DOInon disponible

Résumé

récupéré en direct d'OpenAlex

At the Toronto Film Festival in 2007, two Canadian feature films with similar titles were shown, two days apart--one in a conventional cinema, the other in a packed screening room with a VJ running the action. Together they present a fascinating contrast in the current debate around interactive narrative, though neither is fully interactive in itself. The Tracey Fragments has a pre-determined structure, yet its use of split-screen imagery amounts to a kind of proto-interactivity. Late Fragments consists of three loosely related subplots over which the DVD-viewer has some control by clicking on a mouse. [ILLUSTRATION OMITTED] Both of these films are based on principles of melodrama, yet use new digital tools to offer us virtual worlds beyond the conventions of traditional narrative. Both are symptomatic of the increasing artifice of cinema through digital technology, a network of images in constant (or potential) flux, no longer enclosed within a single frame. The split screen in The Tracey Fragments gives us a visual mosaic from which each audience member constructs a personal mise-en-scene; the database of scenes in Late Fragment grants the viewer more conscious control through choosing to shift from one scene to another. However neither of these films is interactive to the degree that the viewer determines the outcome of the plot as in a 'choose your own adventure' game. In both, the familiar tropes of empathetic engagement are inflected by formal strategies which may either reinforce or undermine the integrity of our perceptual experience. Looking more closely at the structure and reception of these two films will give us deeper insight into the potential--and the challenges--of non-linear narrative. Classical narrative encourages immersive participation by creating characters that we can empathize with by identifying with their desires and their vulnerability. The physical or emotional jeopardy of these characters is developed through a set of causal relationships that build a dramatic arc--not a database of unstructured information, but a strategic plotting. The ongoing debate over narrative design in interactive forms hinges on the question of viewer immersion in a game, a puzzle, or a story. [ILLUSTRATION OMITTED] If a satisfying experience of narrative requires a willing suspension of disbelief--or as Janet Murray calls it, active creation of belief (1)--then how can this reconciled with the evaluation and decision-making process which pulls us out of immersion in the fictional world to click a mouse, press a button, or touch a screen? On the other hand, how can we engage in interactive play under any illusion that we are really authors of the story/game, knowing the framework has been designed with limits on our choices--unlike Borges's famous Garden of Forking Paths in which all possibilities are present? What role do the benchmarks of Aristotelian narrative--character empathy, conflict and rising action, dramatic resolution--play in our navigation of these new worlds in which time and space are fractured? How does each address the dialectic between haptic immersion and cognitive choice? How are attraction and spectacle reconciled with drama? At one end of the debate, Lev Manovich argues that because narrative is based on authorial control in contrast to the neutrality of database options, then interactivity and narrative are natural enemies serving opposing purposes. (2) Nitzan Ben-Shaul agrees that the multi-tasking of interactive engagement hinders the participant's immersion in dramatic narrative, demanding that the viewer/player be equally attentive to a flow of several audio-visual occurrences unrelated in space and non-consecutive in time. (3) In contrast, Janet Murray claims that interactive engagement is different but equal: Because of our desire to experience immersion, we focus our attention on the enveloping world and we use our intelligence to reinforce rather than to question the reality of the experience. …

Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.

Prédiction distillée sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.

score de la tête « metaresearch » (Codex)0,000
score de la tête « metaresearch » (Gemma)0,000
Version: codex-gemma-dda1882f352aStatut de validation: machine_predicted_unvalidated
Catégories candidatesaucune
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Observationnel · Signal consensuel: Observationnel
GenreSignal candidat: Empirique · Signal consensuel: Empirique
Score de désaccord entre enseignants0,215
Score d'incertitude au seuil0,388

Scores Codex et Gemma par catégorie

CatégorieCodexGemma
Métarecherche0,0000,000
Méta-épidémiologie (sens strict)0,0000,000
Méta-épidémiologie (sens large)0,0000,000
Bibliométrie0,0000,000
Études des sciences et des technologies0,0000,000
Communication savante0,0000,000
Science ouverte0,0000,000
Intégrité de la recherche0,0000,000
Charge utile insuffisante (le modèle a refusé de juger)0,0000,000

Scores machine (provisoires)

Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.

Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.

Tête enseignante Opus0,034
Tête enseignante GPT0,265
Écart entre enseignants0,232 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle