Compiled by GaTech Ph.D. Program

 

General Works

       Arseth, Espen. Cybertext: Perspectives on Ergodic Literature. Baltimore, Md: Johns Hopkins University Press, 1997.

       Barrett, Edward. Sociomedia: Multimedia, Hypermedia and the Social Construction of Knowledge. Cambridge: MIT Press, 1992.

       Benedikt, Michael. Cyberspace: First Steps. Cambridge: MIT Press, 1991.

       Berners-Lee, Tim. "Information Management: A Proposal." CERN 1989.

       Bolter, David Jay. Writing Space: Computers, Hypertext, and Remediation of Print. Hillsdale, NJ: L. Erlbaum Associates, 1991.

       Brown, John Seely and Paul Duguid. The Social Life of Information. Boston: Harvard Business School Press, 2000.

       Bush, Vannevar. "As We May Think." Atlantic Monthly.  Jul-45. 101-8.

       Cassell, Justine and Henry Jenkins. From Barbie to Mortal Combat. Cambridge: MIT Press, 1998.

       Coyne, Richard. Designing Information Technology in the Postmodern Age: From Method to Metaphor. Cambridge: MIT Press, 1995.

       Delany, Paul and George Landow. Hypermedia and Literary Studies. Cambridge: MIT Press, 1991.

       Duguid, Paul. The Social Life of Information. Boston: Harvard Business School Press, 2000.

       Englebart, Douglas. Augmenting Human Intelligence. 1962.

       Goldberg, Adele and Alan Kay. "Personal Dynamic Media" IEEE Computer. 10 Mar-77.

       Graetz, J.M. "The Origin of Spacewar!" Creative Computing. 1981. <http://www.enteract.com/~enf/lore/spacewar/spacewar.html>

       Jakobson, Robert. Information Design. Cambridge: MIT Press, 1999.

       Jenkins, Henry. From Barbie to Mortal Combat. Cambridge: MIT Press, 1988.

       Johnson, Steven. Interfaace Culture: How New Technology Transforms the Way We Create and Communicate. San Francisco: HarperEdge, 1997.

       Kent, Steven L. The Ultimate History of Videogames: From Pong to Pokemon. Prima Lifestyles, 2001.

       Landow, George. Hypertext 2.0. Baltimore, Md: Johns Hopkins University Press, 1997.

       Laurel, Brenda. Computers as Theater. Reading, Mass: Addison-Wesley Pub. Co., 1993.

       Laurel, Brenda. The Art of Human-Computer Interface Design. Reading, Mass: Addison-Wesley Pub. Co., 1990.

       Lebling, P. David. "Zork: A Computerized Fantasy Simulation Game." IEEE Computer. 12 Apr-79 <http://mud.co.uk/richard/zork.html>

       Licklider, J.C.R. Man-Computer Symbiosis.

       Loftus, Geoffrey and Elizabeth Loftus. Mind at Play: The Psychology of Videogames. New York: Basic Books, 1983.

       Lunenfeld, Peter. The Digital Dialect: New Essays on New Media. Cambridge: MIT Press, 1999.

       Maeda, John. Design by Numbers. Cambridge: MIT Press, 2001.

       Manovich, Lev. The Language of New Media. Cambridge: MIT Press, 2001.

       Moser, Mary Anne. Immersed in Technology: Art and Virtual Environments. Cambridge: MIT Press, 1996.

       Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press, 1997.

       Nardi, Bonnie. Context and Consciousness: Activity Theory and Human-Computer Interaction. Cambridge: MIT Press, 1996.

       Negroponte, Nicholas. Being Digital. New York: Knopf, 1995.

       Nelson, Ted. Computer Lib: Dream Machines. Redmond: Tempus Books of Microsoft Press, 1987.

       Norman, Donald. The Psychology of Everyday Things. New York: Basic Books, 1988.

       Norman, Donald. The Invisible Computer: Why Good Products can Fail, the Personal Computer is so Complex, and Information Appliances are the Solution. Cambridge: MIT Press, 1998.

       Papert, Seymour. Mindstorms: Children, Computers, and Powerful Ideas. New York: Basic Books, 1999.

       Roads, Curtis. The Music Machine: Selected Readings from Computer Music Journal. Cambridge: MIT Press, 1992.

       Rowe, Robert. Machine Musicianship. Cambridge: MIT Press, 2001.

       Ryan, Marie-Laure. Cyberspace Textuality: Computer Technology and Literary Theory. Bloomington: University of Indiana Press, 1999.

       Schneiderman, Ben. Designing the User Interface: Strategies for Effective Human-Computer Interaction. Reading, Mass: Addison-Wesley Pub. Co., 1992.

       Starr, Paul. "Seductions of Sim: Policy as a Simulation Game." The American Prospect. 17 Spring, 1994. 19-29 <http://www.prospect.org/print/V5/17/starr-p.html>

       Suchman, Lucy. Plans and Situated Actions: The Problem of Human-Machine Interaction. Cambridge; New York: Cambridge University Press, 1987.

       Sutherland, Ivan. The Ultimate Display. 1965.

       Turing, Alan. Computing Machinery and Intelligence. 1950

       Turkle, Sherry. The Second Self: Computers and the Human Spirit. New York: Simon and Schuster, 1984.

       Turkle, Sherry. Life on the Screen: Identity in the Age of the Internet. New York: Simon and Schuster, 1995.

       Wilson, Stephen. Information Arts: Intersections of Art, Science, and Technology. Cambridge: MIT Press, 2002.

       Winograd, Terry. Bringing Design to Software. Reading, Mass: Addison-Wesley, 1996.

       Winograd, Terry. "From Computing Machinery to Interaction Design."

 

Computer Games and Interactive Narrative

Related Knowledge: Narrative Theory, Media Traditions of Gaming and Play, and Narrative Genres.

Knowledge of Computer industry incluging platforms, genres and demographics.

Videogame history and techniques, including classic videogames such as: 

       Graetz, J.M and Steve Russell. Space War! Atari, 1961. 

       Alcorn, Al. Pong. Atari, 1972.

       Pajitnov, Alexey. Tetris. Nintendo, 1985.

       Miyamoto, Shigeru. Donkey Kong. Nintendo, 1981.

       Miyamoto, Shigeru. Super Mario Brothers 3. Nintendo, 1990.

       Boon, Ed and John Tobias. Mortal Kombat. Acclaim, 1993.

       Romero, John and John Cormack. Doom. Id Software, 1994.

 Text Adventure Games

       Crowther and Woods. Adventure. Atari, 1980

       Blank, Marc. Zork. Activision.

       Montfort, Nick and "IF" literary practicioners.

       Infocom text adventures.

 Massively Multiplayer Online RolePlaying games

       Garriott, Richard. Ultima Online. Origin, 1997. 

       Clover, Steve, Brad McQuaid, and Bill Trost. Everquest. Verant, 2000.

 Narrative genre games

       Miller, Rand and Robyn Miller. Myst. Broderbund, 1993.

       Mechner, Jordan. The Last Express. Broderbund, 1997.

 Simulation games

       Meier, Sid. Civilization. Microprose, 1991.

       Wright, Will. Sim City. Maxis, 1989.

       Wright, Will. The Sims. Maxis, 2000.

 Narrative Computational research projects

       Bates, Joseph. Oz group work. CMU, 1990's. 

       Meehan and Schank. Tale-Spin. 1977.

       Davenport, Glorianna. Elastic Movies. 1994.

       Mateas, Michael and Andrew Stern. Faade. 2002.

 "Enhanced" TV projects

       Tillerman's Taxi. PBS, 2002.

       Wong, Curtis. Frank Lloyd Wright. PBS, 2001.

       Hertigard, Dale. American Experience: Woodrow Wilson. PBS, 2002.

       The American Experience: Marcus Garvey. PBS, 2003.

 

 Digital Art and Performance

 Books and Articles

       Causey, Matthew. Screen Test of the Double: The Uncanny Performer in the Space Technology.

       Druckery, Timothy. Ars Electronica: Facing the Future. Cambridge: MIT Press, 1999.

       Moser, Mary Anne. Immersed in Technology: Art and Virtual Environments. Cambridge: MIT Press, 1996.

       Murphie, Andrew. Negotiating Presence: Performance and New Technologies.

       Saltz, David. "The Art of Interaction: Interactivity, Performativity, and Computers". Journal of Aesthetics and Art Criticism. 56.2 Spring, 1997. 117-127.

       Wilson, Stephen. Information Arts: Intersections of Art, Science and Technology. Cambridge: MIT Press, 2002.

 Significant and Representative Digital Art and Performance works

       Ascott, Roy. Telematic Embrace: Visionary Theories of Art, Technology and Consciousness. Berkeley: University of California Press, 2003. 

       Catts, Oron, Ionat Zurr and Guy Ben-Ary. Tissue and Culture Art Project. 1996.

       Davies, Charlotte. Osmose and Ephemere. 1995, 1998.

       Galloway, Kitt and Sherry Rabinowitz. Electronic Caf. 1977

       Gromala, Diane and Yacov Sharir. Dancing with the Virtual Dervish. 1994

       Davenport, Gloria. Cinemat. 1997.

       Jeremijenko, Natalie. Suicide Box. 1996.

       Kac, Eduardo. Genesis. 1998.

       Mateas, Michael. Terminal Time. 2000.

       Mateas, Michael and Andrew Stern. Faade. 2002.

       Penny, Simon. Stupid Robot. 1987.

       Rockaby, David. A Very Nervous System.

       Rozen, Daniel. Wooden Mirror. 2000.

       Schillar, Gretchen and Susan Kozel. Trajet.

       Schiphorst, Thechla. Bodymaps: Artifacts of Touch. 1996.

       Sommerer's and Mignonneau's Artificial Life Environments: Life Spacies II and Pico_Scan. 2000.

       Stelarc. Robot Arm. 1995.

       Utterback, Camille and Archituv. Text Rain. 2000.

 

 

 Digital Characters

       Bates, Joseph et al. Oz Group. CMU.

       Blumberg, Bruce. Silas the Dog. 1994.

       Conway, James. Game of Life. 1995.

       Prophet, Jane and Gordon Shelly. TechnoSphere. 1995.

       PF Software. PETZ. 1996.

       Wright, Will. The Sims. 2000.

       Creature Lab. Commercial Breeding Game, UK.

       Weizenbaum, Joseph. Eliza. 1966.

       Chatterbots.

 

 Electronic Fiction and Poetry

       Joyce, Michael. afternoon. Eastgate Systems, 1985.

       Moulthrop, Stuart. Victory Garden.

       Jackson, Shelley. Patchwork Girl. Eastgate Systems, 1995.

       Memmott, Talan. Lexia to Perplexia. Eastgate Systems, 2000.

       Strickland, Stephanie. True North. Eastgate Systems, 2003.

       Cayley, John. works.

       Luisebrink, Marjorie. works. 

 

Information Archives and Information Design

 Technical Approaches

       W3C XML documentation

       Media Management software such as Virage

       Industrial database system such as Oracle

       Database and active web page technology such as PHP and MYSQL 

       Rowley, Organizing Information

       Hernandez, Database Design for Mere Mortals

 Information Archives, Online Databases, Web Exhibits

       Gregory Pane et. al. Perseus.

       CNN News Archives

       New York Times and other news sites

       Lexus/Nexus

       Glorianna Davenport, A Random Walk through the Twentieth Century

       Library of Congress, America's Memory exhibit

 

 Mixed and Augmented Reality

       Bobick, Aaron. Kids Room. 2000.

       Furness, Billinghurst and Shirvanee, et al. The Magic Book. 2000.

       Feiner. works.

       MacIntyre. works.

       Krueger, Myron. Responsive Environments.

 

MOO's, Community, and Synchronous Communications Forms

       Bruckman, Amy. works.

       Foner, Lenny. Entertaining Agents. 1997.

       Kim, Amy Jo. Community Building on the Web. Berkeley: Peachpit Press, 2000.

       Morningstar, C. and R. Farmer. "The Lessons of Lucasfilm's Habitat". Benedikt. 1992.

       Preece, Jennifer. Online Communities: Designing Usability, Supporting Sociability. New York: John Wiley, 2000.

       Rheingold, Howard. The Virtual Community: Homesteading on the Electronic Frontier. Reading, Mass: Addison-Wesley Pub. Co., 1993.

       Smith, Marc and Peter Kollock. Communities in Cyberspace. London; New York: Routledge, 1999.

 

 

 Virtual Reality

       Rheingold, Howard. Virtual Reality. New York: Summit Books, 1991.

       Heim, Michael. The Metaphysics of Virtual Reality. New York: Oxford University Press, 1993.

       Hillis, Ken. Digital Sensations: Space, Identity, and Embodiment in Virtual Reality . Minneapolis: University of Minnesota Press, 1999.

 VR Installations and Applications

       Dolinsky, Margaret. CAVE art. Indiana University.

       Gromala, Diane and Sharir. Dancing with the Virtual Dervish: Virtual Bodies .

       Davies, Char. Osmose.

       Furness, Thomas. Greenspace, Pain Distraction, Parkinson's. HIT Lab, 1993.

       Hodges, L. Virtual Vietnam. 1996.

       Brooks, Fred. Chapel Hill: Virtual Walkthrough.

       Lanier, Jaron. Reality Built for Two. 1986.

       Naimark, Michael. Aspen Movie Map. 1978.

       Laurel, Brenda and Rachel Strickland. PlaceHolder.  1994.

       Shaw, Jeffrey. Place-Ruhr. 2000.

 

Web Design, Hypertext, Hypermedia

 Standard hypertext and hypermedia articles and books: Bush, Engelbart, Nelson, Landow, Berners-Lee CERN memo, Current W3C memos esp XML

Classical Hypertext and Hypermedia precursors to the WWW including:

 Brown University Hypermedia

 Story Space

 Hypercard

Selection of representative web genres such as:

 e-commerce catalog

 University site

 News site

 Personal home pgae

Knowledge of standard web technologies and techniques such as:

 Dynamic page creation, Style sheets, Database driven sites

 Polling and active datacollection, Cookies and silent information gathering,

 Grid design, Color palettes, Bandwidth issues, Media types.

 

Web design books such as:

 Badre, Albert. Shaping Web Usability: Interaction Design in Context. Reading: Addison-Wesley, 2002.

 Nielson, Jacob. Designing Web Usability: The Practice of Simplicity. New Riders, 1999.