Giuliana Fenech
Biographic Data
| ID | 642986 |
|---|---|
| NAME | Giuliana Fenech |
| GIVEN NAMES | Giuliana |
| FAMILY NAME | Fenech |
| SIGNATURE | FENECH G |
| AFFILIATIONS | University of Malta |
| ORCID | 0000-0002-2748-1698 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 0 |
Reading and Authoring Young Adult Transmedia Storyworlds
Since the proliferation of the Internet in the early nineties and mobile technology in the early noughties, reading and authoring have become networked, intersubjective practices that take place across multimedia storyworlds that are open-ended and connected. Taking the fantasy genre as a case study, this article shows that in the digital age readers do not simply replay or subvert fixed codes of meaning-making established by authors and publishi…
Intermezzo
Drawing on the work of Steve Benford, Gabriella Giannachi, Oliver Grau and Mark Hansen, this article explores the paradigms of mixed reality worlds in order to try to establish how aesthetic illusion is negotiated in the shift from a culture of representation in which art is formed by a fixed gaze and perspective which audiences interpret privately, to a culture of participation that offers audiences multiple opportunities for interaction with th…
No prominent works on this page.
Intermezzo
Drawing on the work of Steve Benford, Gabriella Giannachi, Oliver Grau and Mark Hansen, this article explores the paradigms of mixed reality worlds in order to try to establish how aesthetic illusion is negotiated in the shift from a culture of representation in which art is formed by a fixed gaze and perspective which audiences interpret privately, to a culture of participation that offers audiences multiple opportunities for interaction with th…
Reading and Authoring Young Adult Transmedia Storyworlds
Since the proliferation of the Internet in the early nineties and mobile technology in the early noughties, reading and authoring have become networked, intersubjective practices that take place across multimedia storyworlds that are open-ended and connected. Taking the fantasy genre as a case study, this article shows that in the digital age readers do not simply replay or subvert fixed codes of meaning-making established by authors and publishi…
Aesthetics (2 works) · Art (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Media studies (2 works) · Psychology (2 works) · Sociology (2 works) · Visual arts (2 works) · Augmented Reality Applications (1 work) · Cognitive psychology (1 work)