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  1. Basquiat meets Mario Brothers? Digital poet Jason Nelson on the meaning of art games

    An interview with the self-described digital poet Jason Nelson on the semiotic pleasures of playing and creating "art-games," indie works produced outside corporate game studios, which, Nelson predicts, will eventually be recognized as the most significant art movement of the 21st century. While explaining how he came to be a digital author, Nelson addresses topics such as his continued love of Flash as a production tool, despite its likely obsolesence, his appreciation for gamescapes that allow for aimless wandering, and the intense reactions his art-games provoke in players. Alluding to the fact that Digital Poet is not the most lucrative of professions, Nelson signals his desire to design "big budget console games," provided he could do so on his terms. 

    (Source: Eric Dean Rasmussen)

    Eric Dean Rasmussen - 28.09.2011 - 12:44

  2. Cibertextualidades: Introdução

    Cibertextualidades: Introdução

    Rui Torres - 02.12.2011 - 15:02

  3. Triálogo: Prelúdio dialogante a AlletSator

    Triálogo: Prelúdio dialogante a AlletSator

    Rui Torres - 02.12.2011 - 15:35

  4. Preservación y diseminación de la literatura electrónica: por un archivo digital de literatura experimental

    Preservación y diseminación de la literatura electrónica: por un archivo digital de literatura experimental

    Rui Torres - 04.12.2011 - 17:33

  5. Amor de Clarice [Resenha]

    Amor de Clarice [Resenha]

    Rui Torres - 04.12.2011 - 18:02

  6. Writing the Ephemeral […] and Re-Enchanting the Remnants: The Lability of the Digital Device in Literary Practice

    Whenever the program of a work is run by a computer, the digital device necessarily plays a role in its updating process: because of the operating systems, the software and the ever changing speed of computers, it may sometimes affect the author’s artistic project, or even make it unreadable on screen. Thus, authors lose control over the evolution of their work and the many updates it undergoes. Thus, the artist is given four options when dealing with the lability of the electronic device: (1) she demands the ‘right’context of reception for his work – a requirement which, over time, will be confronted with the impossibility to preserve obsolete machines, software and operating systems; (2) she ‘re-enchants’ the lability of the electronic device and ascribes a ‘technological sublime’ to it; (3) she simply ignores the lability of the digital device and creates at once, as if the digital framework was immutable; (4) she is fully aware of the instable environment in which his digital creation will be updated; he even considers the ephemeral and uncontrollable nature of his work as its fundamental aesthetic principle.

    Patricia Tomaszek - 12.12.2012 - 14:21

  7. Autoautor, Autotexto, Autoleitor: O Poema como Base de Dados

    This article contains an introduction to contemporary Portuguese electronic literature, focusing on works by Rui Torres. Starting from texts by other 20th-century authors, Rui Torres’ generative works recode their source texts by opening up their syntax and semantics to digital materiality and programmed signification. Randomized algorithms, permutational procedures

    Alvaro Seica - 14.10.2013 - 11:41

  8. Med literaturo in novomedijsko umetnostjo: sonetoidni spletni projekti Vuka Ćosića in Tea Spillerja

    Franco Moretti’s notion of “distant reading” as a complementary concept to “close reading,” which has emerged alongside computer-based analysis and manipulation of texts, finds its mirror image in a sort of “distant” production of literary works—of a specific kind, of course. The paper considers the field in which literature and new media creativity intersect. Is there such a thing as literariness in “new media objects” (Manovich)? Next, by focusing on the websites that generate texts resembling and referring to sonnet form, the article asks a question about the new media sonnet and a more general question about new media poetry. A mere negative answer to the two questions seemingly implied by Vuk Ćosić’s projects does not suffice because it only postpones the unavoidable answer to the questions posed by existing new media artworks and other communication systems. Teo Spiller’s Spam.sonnets can be viewed as an innovative solution to finding a viable balance between the author’s control over the text and the text’s openness to the reader-user’s intervention.

    Scott Rettberg - 16.10.2013 - 16:19

  9. A Vanguard Projected in Motion: Early Kinetic Poetry in Portuguese

    This essay serves to promote a broader awareness of the pioneering efforts in videographic poetry produced in Portuguese in the decades leading up to the formation of the WWW. At present, documentation of such works in books and journal articles in English is particularly weak; the only title that even partially introduces such works is a now out-of-print issue of Visible Language that focused on New Media Poetry (Vol. 30.2). Thus, these historical predecessors to contemporary animated poetry are barely known in the United States. Prior to the 1990s only a few poets used video; much of what occurred transpired outside the realm of English (and some even outside the realm of language, as illustrated in the essay).

    (Source: Author's Abstract)

    Alvaro Seica - 19.11.2013 - 13:00

  10. Flash Script Poex: A Recodificação Digital do Poema Experimental

    In this article I analyze digital re-readings of experimental poems contained in the digital archive
    PO-EX: Poesia Experimental Portuguesa - Cadernos e Catálogos [PO-EX: Experimental Portuguese Poetry - Chapbooks and Catalogues]. This project was developed by the Center for the Study of Informatic Text and Cyberliterature (CETIC) at Fernando Pessoa University (Porto, Portugal). I consider how experimental poetics is applied and transformed in the processes of electronic remediation of visual and concrete texts by E. M. de Melo e Castro, Herberto Helder, José-Alberto Marques, Salette Tavares and António Aragão. While digital recreations redefine the source texts by means of specific programming codes, they also reveal the complex linguistic and graphical coding of the printed page.

    (Source: Author's Abstract)

    Alvaro Seica - 29.11.2013 - 10:54

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