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Shaping Meaning: On Action and Content in Unreal Worlds

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Abstract

To form some ideas of what is characteristic of narration in computer-generated multimedia compared with that of film, the article opens with two short, exemplifying and comparative analyses of a game (The Residents Freak Show, which the introductory text calls a “theme park of imagination” — “envisioning the future of interactive stories, music video, and digital art”) and a film scene (from Kurosawa’s Rashomon).

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© 2001 Springer-Verlag London

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Kau, E.V. (2001). Shaping Meaning: On Action and Content in Unreal Worlds. In: Qvortrup, L. (eds) Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds. Springer, London. https://doi.org/10.1007/978-1-4471-3698-9_17

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  • DOI: https://doi.org/10.1007/978-1-4471-3698-9_17

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84996-863-8

  • Online ISBN: 978-1-4471-3698-9

  • eBook Packages: Springer Book Archive

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