ࡱ> tvsG [Vbjbjَ [Q]4 c HHHHHHHH  , & & $g[B !HHHHHB 0 HHH0 0 0 HHH H 0 t0 H< c4> THE MULTIMEDIA INTERACTIVE STORY - A NEW VIEW AT READING Vladimira Veli ki, Milan Matijevi and Dunja Pavli evi Faculty of Philosophy, Department of Education Zagreb, Savska cesta 77, Croatia Phone: +385-(0)1-61-52-394 Fax 61-52-393 E-mail: milan.matijevic@zg.tel.hr Interactive multimedia stands for the possibility of active relationship between the media and the users. Multimedia software is made as a group of individual media in which two or more different ways of affecting the user complement and enrich each other. In this piece of research we will restrict ourselves to multimedia realizations from the field of literature, primarily of childrens literature. It is our aim to analyze how a literary text becomes interactive, whether there are any patterns in the multimedia processing of a literary text, and its influence on the user. The author of hypertext still remains an author, regardless of the fact that different readers will create and choose different ways of going through the text on their own. The author offers the readers the possibility of entering different worlds and levels, but not all worlds, only those which he has chosen himself. Every author of hypertext has to decide on his own how many possibilities he will give the reader.Apart from different ways of presenting literary texts on software - which is only part of our research, there is also the phenomenon of joint writing/creating of literary works on the Internet. It is our opinion that electronic processing of literary works should presuppose certain literary and theoretical, educational, didactic, psychological and communicational norms. In this paper we establish some fundamentals of these norms, since it is our opinion that uncontrolled and incompetent multimedia production is more harmful than useful.  Multimedia is a significant characteristic of modern educational technology. Interactive multimedia denotes the possibility of active relationship between medium and user. Multimedia software is a group of individual media in which two or more different ways of communicating information, or, in other words, two or more different ways of affecting the user complement and enrich each other. With multimedia software the user is expected to participate actively and to start action. In this paper the authors will confine themselves to multimedia achievements in the field of literature, primarily of childrens literature. Nowadays there are many creative writers who keep finding new ways of text use. They write their literary works in hypertext, in electronic form. In such a way, a brand new kind of writing and reading appears, a new parallel literature. However, the author of hypertext still remains an author, regardless of the fact that the readers themselves will create and choose different ways of going through the text. The author gives the readers the possibility of entering different worlds and levels - not all the worlds, but only those which he/she has chosen. Every author of hypertext has to decide on his own how many possibilities he will give to the reader. THE RELATIONSHIP BETWEEN READER AND TEXT Let us now look back at the theory of literature, especially the theory of reception, which studies the ways a literary work achieves its effects by opposing or by fulfilling the expectations of the reader. The reader becomes an important factor, he connects, fills the blanks and draws conclusions (Eagleton, 1983). The German specialist for Romance languages Hans Robert Jauss is the representative of the modern theory of reception. The key expression of his aesthetics of reception is horizon of expectation. A new text arouses memories in the reader of details of the already known horizon of expectation, which can then change or only reproduce itself (Jauss, 1974). The work of another renowned representative of the school from Konstanz, that of Wolfgang Iser, has met with approval outside the borders of German-speaking countries. The thesis on reading as a creative act forms the basis of his theory. His main model is Roman Ingarden. Iser inherited from him the term PLACE OF INDEFINITENESS (Unbestimmtheitstelle, Isar, 1974), which has a central role in his critical theory. Iser agrees with Ingarden in rejecting the idea of the reader as a passive observer and pleads for the idea of concretizing , according to which the reader is responsible for the creation of the aesthetic object out of the literary text. However, Iser does not agree with Ingarden in the explanation of the term textual indefiniteness, which, according to him, does not seem to be based on a dynamic principle (Iser, 1974). Ingarden, on the other hand, thinks that the reader is not aroused by indefiniteness and emptiness, but by the words of the text themselves. Let us pose the question if and to what extent the theory of reception can be applied to hypertext. To what extent does the reader, when reading a literary work written in hypertext, have the freedom to take part actively in the creation of the literary work? The places of indefiniteness or the words in the text themselves (according to Iser and Ingarden) stimulate the reader to new research, the only difference in hypertext being that here the answers have already secretly been offered and everything can be regarded only a semblance of freedom. Nevertheless, the abovementioned need for the readers to understand they are active participants in the events of the literary work is realized here in a very concrete way. Namely, the reader is an active participant of the events by the sheer fact that it is made possible for him/her to make decisions and to start the story. This is where partly lies the attraction of multimedia presentation of literary works. But this is also where numerous problems crop up. For instance, narration, telling and retellings have a beginning, a middle part and an end. Now, the readers / children are offered an interactive story which is constantly being interrupted. By means of hypertext the students can get a lot of information on the writer, the work itself, the characters, etc. But the question is whether the student will have the patience to read the work from beginning to end. Some experts think that an experienced story-teller will arouse most personal associations and imagination in the children when telling them a story without the assistance of any technological media. The illustration of the story-telling with static drawings leaves more space to imagination than a completely animated story with dynamic drawings (dynamic drawing, speech of characters and of narrator, musical accompaniment). They have the same or very similar opinion of some experts that media adaptations of literary works inhibit, or, in other words, render impossible the communication that develops when we are retelling or reading a literary work; they make the contents concrete and destroy childrens imagination, since they offer everything as a finished product. Media experts have a different point of view. They, of course, point out the possibilities of media in the presentation of such contents. First of all, those are the technological possibilities of media (animation, editing, etc.), which offer a variety of technological and artistic devices. Pictures do not have to make concrete; they, too, can create associations and give imagination an open field. These two attitudes contrast with each other since experts from these two fields do not cooperate, there is a possibility for uncontrolled, commercial production. However, to achieve conditions for a quality multimedia production it is necessary to start from a firmer theoretical basis and some standards of quality of software. CHILD - READING - MULTIMEDIA SOFTWARE Reading and writing, besides arithmetic, are considered the most important learning aims which children meet between the age of five and eight. Some children already know to read when they start school, but most of them learn it at school. Adequate computer programmes can help the children master reading. This statement has already been confirmed in numerous pieces of scientific research. There are, however, other factors which influence the mastering of reading with children, and, later, their relation to books and the written text, and whether they will become readers and what kind of readers. One of the essential factors, playing a decisive role is reading to the child. If we read to the child, he/she develops a certain relationship to the book. This relationship grows out of his/her relationship with us, out of the emotional attachment and the feeling of togetherness. This experience cannot be replaced by a computer. Nevertheless, it is an indisputable fact that educational programmes have a positive influence on the child, although multimedia programmes from the field of childrens literature include something completely different than the reading itself. The first multimedia educational software from the 80s was used basically as revising exercises. This is the period when we can find the first attempts of creating electronic picture-books/stories. The basic difference between these stories and common ones is in the fact that they are interactive and dynamic. However, the first attempts of translating works of childrens literature into multimedia presentations consisted simply of a recorded story/voice which would accompany static drawings. Some parts of the drawings could be moved by using the mouse, and they would then say something or produce a sound. Animation was frequently bad or inadequate (e.g. only the mouth or the eyes could move). Examples of such adaptations are the fairy-tales Little Red Riding Hood and The Three Piglets - Bedtime Stories, Rainbow Technology), although there are a number of such attempts by different producers. These adaptations contained numerous beginners drawbacks: e.g. the music or the background sounds were frequently louder than the voice of the narrator; the noises were at times very realistic or even scary for the child, especially before bedtime (e.g. in Little Red Riding Hood - cutting the wolfs belly); pages could not be skipped and the only way to go back to the beginning was by listening to the story to the end; it was only possible to jump into another fairy-tale; the characters, moved by the users, uttered their sentences which were not connected with one another, i.e. there was no dialogue; deviations from the original text were considerable, and events were basically retold, which by all means crippled the stories. Such a solution, except for being attractive because of the use of a computer offers nothing more (it indeed offers less) than a standard picture-book. Frequently such software is being justified by the fact that children love it, etc. However, childrens taste should be developed by quality offer. If such a way of presenting a text is justified only by reading practice, we have to remark that the realization of an aim set in such a way would very soon bore the children, either in written or in electronic form. Books introduce the children to written language and help them understand the language and the rules of narration (e.g. that a story has a certain sequence, that there is a logical connection between text and pictures and that one story can stretch over a number of pages). Children love to hear one and the same story being read to them over and over again. In such a way they learn that a text, once written, does not change Educational programmes for reading can help the children in mastering reading, they can set the basis to this reading. Children learn the purpose of different symbols, and letters themselves are symbols. They understand that a text is read from left to right and from top to bottom. On the other hand, when children have already learned to read the question poses itself what they will read and what kind of educational programmes for reading should be offered to the children. Programmes for reading, interactive picture-books are based primarily on the interaction of text, graphics and sound. Children must be able to connect these three elements in order to be able to read. Graphics - drawings, pictures and diagrams tell them what they can expect from the text, help them understand it. This is also a reference point by which it can be recognized if the graphics fit the text. Graphics should support the text, they ought to reveal something about the content of the text. Sound plays an important role in this kind of software. It frequently has the function of background noise. The same as for the other elements, mutual complementation and enrichment is required here, too. Text, graphics and sound are elements that should be connected by the child. The function of sound is to be analysed as well - is it only background sound or does it carry a certain meaning? Does it complement the events happening on the screen? Educational software frequently makes use of synthetic sound and speech in order to make a certain text more understandable. In many modern programmes the children can create the text themselves, and it can be read as soon as it appears on the screen. In other, more sophisticated programmes, the written text can be read, and the parts of the text which are being read are simultaneously highlighted or marked in a specific colour. The voice of the reader must be clear, the text must be read correctly, with the right accents and pauses. As a rule, the text has the central role, while the other programme attributes are there to assist the child in reading and understanding the text. There is also, as already mentioned, a somewhat sophisticated kind of interactive picture-books in which the text of the picture-book can be read aloud, parts of the text are highlighted, it is possible to repeat parts of the text or stop after each page where the user is offered the possibility to play and explore hidden animation and gags. In such cases reading does not always have the central role, but it is still more important than just having fun. An example of such software are the Living Books editions. They have become a classic among electronic books. They are ideal for the first contacts of the children with computers. Picture, sound and animation are linked into one story with a certain plot. In such a way, children understand more easily not only single words but also whole sentences. Stories can be used in different ways: - the story runs like a film, - the narrator reads or tells the story, while the child only turns the pages (this actually means the pages in the computer), - some parts of the picture can be clicked on with the mouse, whereupon they produce various sounds, dance, etc. A child can select whether he/she wants the story to be read to him/her or he/she will only play with particular pictures. The advantage of these electronic books lies in the fact that the children are not only told one story and, at the same time, taught how to handle and use the computer, but they are encouraged to experiment with those possibilities in order to acquire important skills. Electronic books are substantially different from common books, they are interactive and dynamic. They give the children adequate colourful, moving pictures, while the text is being read by an adult person or by a digitalized voice. They give the possibility of direct connection of writing and speech, of pictures and symbols. Such books are exceptionally good for the first encounters of the children with the computer, since pictures, sound, animation and story are mutually involved. Since there is a plot, the children can understand more easily the single elements - words and sentences. In distinction from film, electronic books can be explored in different ways. Apart from finished, already written texts that are transposed into electronic shape, or specially written stories for this purpose, more creative examples can be found on the market. In such programmes the children can create a story or a film on their own. An example of such software is 3-D Filmstudio. The children can choose the characters and the scene on their own, choose the movements of the characters, their speech, etc. Here Microsoft offers thousands of possible combinations. The user can record his own voice if he has a microphone and use music of his own choice. Similar possibilities are offered by the software Playtoons, Sierra Cokel. Besides different ways of presenting literary texts in electronic form, there is the phenomenon of joint writing/creating texts, stories or even works of literature on the Internet. Most frequently these are various started stories which users from different parts of the world can read and then add to them something of their own. So far, such attempts have been mostly anonymous. The known problem of the Internet and the World Wide Web is lack of control. Namely, anybody can take part in the writing of such a piece, sometimes not really with well-intentioned remarks. That is why the so called Childrens safe channels are started, in which children can take part without danger and with no special supervision. The most significant attempt of a so called cybernetic novel, not exactly intended for the children, but certainly the first attempt of joint creation of a literary work in electronic form, is the novel being written under the supervision of John Updike, one of the greatest living American writers. On the unusual incentive of the publishing house Amazon Updike opened a site on the Internet for the writing of his collective crime story Murder Makes the Magazine . The famous writer has written the first part, actually just one page, and invited the Internet audience to contribute daily by writing new passages. The publishing house will choose the best and add it to the actual text. Thus the novel grows from day to day, from one surprise to another, since the plot and the development of the story depend on the ingenuity of Updikes children, as his future assistants have already been called. In this way the passages to be added to the story are previously read and corrected if necessary, the possibility of buffoonery is diminished, and the participants are given the chance to cooperate with such a renowned author as Updike. This shows that the Internet has both a cultural role and a role of joint action. As can be seen, the artistic possibilities of cybernetics are still unexplored. Our way of reading will certainly change at least in some degree, new dimensions will be added to it. Such or similar projects should be implemented for children as well, since the Internet offers endless possibilities for creative work. * * * Interaction and dynamism are the basic components of electronic processing of literary works. Text, graphics and sound have to complement and enrich each other. A multimedia adaptation of a literary text should take into consideration the original. Certain differences are inevitable but it should not become sheer entertainment. In addition, a literary work requires identification with the lives of the characters, which can be yet another way of achieving excitement. It is advisable for the children to learn both forms of writing and reading. However, there is something different going on when reading a literary text from traditional books than from electronic ones. The computer will never replace the emotional and social interaction which develops when reading literary works. But, as already stated, the benefit and purpose of interactive picture-books can be justified in other ways. That is why experts from different fields ought to cooperate more closely, with the aim of creating necessary high quality educational software. Bibliography: Albersheim, F.J. (1978), Traditioneller Literaturbegriff oder Literatur im Zeitalter der Medien. Zur Einbeziehung der Medien (des Films) in literaturwissenschaftliche Theorie und Praxis, in: Literatur in Film und Fernsehen: von Shakespeare bis Beckett, Konigstein/Ts., Scriptor. Baumler, E.C. (1991), Lernen mit dem Computer. Weinheim und Basel: Belz Verlag. Charles, G.R. (Ed.), (1978), Medium und Kunst. Hildesheim. Eagleton, T. (1983), Literary Theory: An Introduction. Oxford: Basil Blackwell. Feibel, Th. (1997), Kinder Software - Ratgeber 1997. Haar bei Munchen: Markt und Technik, Buch und Software Verlag. Ingarden, R. (1973), The literary Work of Art. Evanston, Ill. Iser, W. (1974), The implied Reader. Baltimore. Velicki, V., Matijevic, M. (1997), Multimedia Approach to Childrens Literature P.S. 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