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  1. overshare: The links.net story

    How did it become normal to share from our personal lives on the public internet? This documentary overshare: the links.net story looks at the limits of one person's desire for online attention. 

    Hello, my name is Justin Hall and I've been sharing my personal life in explicit detail online for over twenty years. Starting in 1994, my personal web site Justin's Links from the Underground has documented family secrets, romantic relationships, and my experiments with sex and drugs.

    overshare: the links.net story is a documentary about fumbling to foster intimacy between strangers online. Through interviews, analysis and graphic animations, I share my motivations, my joys and my sorrows from pioneering personal sharing for the 21st century. In 2004 the New York Times referred to me as "perhaps the founding father of personal weblogging." I hope this documentary reveals that I was a privileged white male with access to technology who worked to invite as many people as possible to join him in co-creating an internet where we have a chance to honestly share of our humanity.

     

    Ana Castello - 28.10.2018 - 15:56

  2. A Web Reply to the Post-Web Generation

    At the recent ELO conference in Montréal Leonardo Flores introduced the concept of “3rd Generation” electronic literature. I was at another session during his influential talk, but I heard about the concept from him beforehand and have read about it on Twitter (a 3rd generation context, I believe) and Flores’s blog (more of a 2nd generation context, I believe). One of the aspects of this concept is that the third generation of e-lit writers makes use of existing platforms (Twitter APIs, for instance) rather than developing their own interfaces. Blogging is a bit different from hand-rolled HTML, but one administers one’s own blog. When Flores & I spoke, I realized that I have what seems like a very similar idea of how to divide electronic literature work today. Not exactly the same, I’m sure, but pretty easily defined and I think with a strong correspondence to this three-generation concept. I describe it like this: * Pre-Web * Web * Post-Web (Source: Post Position)

    Scott Rettberg - 01.10.2019 - 15:28

  3. x-o-x-o-x.com

    A wastebook of science, philosophy, aesthetics and other atropoempirical indeterminacies

    Ole Samdal - 26.11.2019 - 17:44

  4. narrative archaeology

    A fictional narrative is an agitated space. A story world is constructed with attention to selection of detail and level of its description (setting and its establishment of tone, subtext and above all, physical place). The traditional role of the author has been to carefully use these tools to create the other world. The city is also an agitated space. A city is a collection of data and sub-text to be read in the context of ethnography, history, semiotics, architectural patterns and forms, physical form and rhythm, juxtaposition, city planning, land usage shifts and other ways of interpretation and analysis. The city patterns can be equated to the patterns within literature: repetition, sub-text shift, metaphor, cumulative resonances, emergence of layers, decay and growth.

    Read more: http://www.neme.org/texts/narrative-archaeology

     

    Jeremy Hight - 26.01.2020 - 09:18

  5. Interactive fiction in the ebook era

    Now that we're all getting comfortable with the notion of reading books on digital displays, it's little surprise that developers are starting to explore the interactive possibilities of electronic novels. In fact, simple interactive fiction has been available on the iPod since the very beginning, with a community of writers using the HTML functionality in the device's Notes application to create "choose your own adventure" stories.

    Since then, the actual Choose Your Own Adventure Company, which now owns the rights to the classic interactive children's novels, has ported a couple of old favourites to iPhone. Meanwhile, Edward Packard, the original author and creator of the CYOA series, has a new brand name, U-Ventures and is adapting and updating many of his old titles for iOS platforms.

    Martin Li - 21.09.2020 - 16:41

  6. The joy of text-the fall and rise of interactive fiction.

    he annual Interactive Fiction Competition is an institution that has endured for almost 20 years, with the goal of discovering each year’s best and brightest works in the world of text-based gaming. The genre is surprisingly broad and complex – and this year’s entries show how much text games have to offer modern audiences, even those who don’t ordinarily play computer games.

    The age of free and intuitive creation tools, combined with the explosion of mobile platforms, e-reader devices and an audience that’s comfortable reading screens, means a brand-new opportunity for fresh narrative experiences that stand to attract new types of players.

    Veteran gamers may remember the text-based adventures of history – titles like Adventureland, Zork and Hitchhiker’s Guide to the Galaxy. Arriving in the late 1970s and early 80s, they were taut, forbidding puzzles of logic and language; proceeding the age of graphics on home computers, they made the most of constraints, using brief, carefully chosen prose and a limited list of terse commands to create the experience.

    Martin Li - 21.09.2020 - 16:54

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