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.