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  1. Cavewriting

    Push aside the thick, dark curtain, step across the cables on the floor and you'll find yourself standing on a white floor with white screens in front of you and to each of your sides. Above you are projectors and speakers. You're given a pair of goggles and a glove. You put them on and wait for Screen to begin. The space darkens. A voice begins to read: "In a world of illusions, we hold ourselves in place by memories." In the dark there is nothing for you to do but listen.

    Screen is a literary work that can only be experienced in a Cave. In a Cave, images -- or in the case of Screen, words -- are projected on all three walls and on the floor. When you stand in the Cave wearing goggles, you experience the projected images as a three dimensional space in which you can move around. The goggles and glove allow the Cave to track your position, so you can control the environment by moving your body and your hand.

    Light over the sill of an unshaded
    bedroom window, into a woman's eyes.
    She turns away, slips half back under sleep.

    Scott Rettberg - 28.01.2013 - 00:51

  2. Gang i Norden

    Morten Søndergaard har begået et udkast til en komparativ analyse af de nordiske gangarter. Udgangspunktet er de små gående mænd (og en enkelt kvinde) på de respektive landes forgængerskilte - fra den danske bodysnatcher til artikelforfatterens klare favorit: den norske hitmand.

    Sissel Hegvik - 16.04.2013 - 23:06

  3. Miniatureskrift og andet uendeligt småt

    Såvel religiøse lærde som forfattere og billedkunstnere har eksperimenteret med at formindske skriften til ulæselighed. Den mikrografiske kunst gemmer på en hemmelighed. Karen Wagner forfølger mikrografien op gennem historien, fra den jødisk bogkunst, hvor det vrimler med kalligrammer, “carpet pages” og sefardiske arabesker frem til Robert Walsers tætte krat af sætningsguirlander, Gary Gisslers godt skjulte tekster og cyberkunstens Institut for Uendeligt Små Ting.

    Sissel Hegvik - 20.04.2013 - 17:13

  4. A Preliminary Poetics for Interactive Drama and Games

    Interactive drama has been discussed for a number of years as a new AI-based interactive experience (Laurel 1986; Bates 1992). While there has been substantial technical progress in building believable agents (Bates, Loyall, and Reilly 1992; Blumberg 1996, Hayes-Roth, van Gent, and Huber 1996), and some technical progress in interactive plot (Weyhrauch 1997), no work has yet been completed that combines plot and character into a full-fledged dramatic experience. The game industry has been producing plot-based interactive experiences (adventure games) since the beginning of the industry, but only a few of them (such as The Last Express) begin to approach the status of interactive drama. Part of the difficulty in achieving interactive drama is due to the lack of a theoretical framework guiding the exploration of the technological and design issues surrounding interactive drama. This paper proposes a theory of interactive drama based on Aristotle's dramatic theory, but modified to address the interactivity added by player agency.

    Scott Rettberg - 25.06.2013 - 14:39

  5. Cyberspace, Cybertexts, Cybermaps

    Cyberspace, Cybertexts, Cybermaps

    Jill Walker Rettberg - 28.06.2013 - 15:24

  6. Genre Trouble: Narrativism and the Art of Simulation

    Currently in game and digital culture studies, a controversy rages over the relevance of narratology for game aesthetics. One side argues that computer games are media for telling stories, while the opposing side claims that stories and games are different structures that are in effect doing opposite things. One crucial aspect of this debate is whether games can be said to be "texts," and thereby subject to a textual-hermeneutic approach. Here we find the political question of genre at play: the fight over the games' generic categorization is a fight for academic influence over what is perhaps the dominant contemporary form of cultural expression. After forty years of fairly quiet evolution, the cultural genre of computer games is finally recognized as a large-scale social and aesthetic phenomenon to be taken seriously. In the last few years, games have gone from media non grata to a recognized field of great scholarly potential, a place for academic expansion and recognition.

    Scott Rettberg - 09.07.2013 - 00:24

  7. The Frontiers between Digital Literature and Net.art

    My aim is to show how the frontiers between the various disciplinary spheres are disappearing in the digital world. Therefore, to start with, the basic aspects of what is known as digital art are set out and are compared with the concepts of Roland Barthes on the post-modern text. In this way a relationship is established between the discourses on Net.art and digital creation on the Net and theoretical postulates on hypertext and Net.literature. Next the results of this comparative reflection are applied to a visual experience: letting a series of online works speak, grouped together in a particular classification, in order to see whether or not the theoretical model constructed is valid. Finally, I pose questions about this experience by highlighting the implications of the construction of new contexts in real time in the sphere of literary and artistic creation.

    (Source: Author's abstract)

    Alvaro Seica - 22.08.2013 - 11:34

  8. Overboard: An Example of Ambient Time-Based Poetics in Digital Art

    overboard by John Cayley, with Giles Perring, is an example of literal art in digital media that demonstrates an 'ambient' time-based poetics. There is a stable text underlying its continuously changing display and this text may occasionally rise to the surface of normal legibility in its entirety. However, overboard is installed as a dynamic linguistic 'wall-hanging,' an ever-moving 'language painting.' As time passes, the text drifts continually in and out of familiar legibility - sinking, rising, and sometimes in part, 'going under' or drowning, then rising to the surface once again. It does this by running a program of simple but carefully designed algorithms which allow letters to be replaced by other letters that are in some way similar to the those of the original text. Word shapes, for example, are largely preserved. In fact, except when 'drowning,' the text is always legible to a reader who is prepared to take time and recover its principles. A willing reader is able to preserve or 'save' the text's legibility.

    (Source: Author's Abstract)

    Alvaro Seica - 06.05.2015 - 22:01

  9. Cybertextuality

    Cybertexts are the pairs of utterance-message and feedback-response that pass from speaker-writer to listener-reader, and back, through a channel awash with noise. Cybertextuality is a broad theory of communication that draws on the cybernetics of Norbert Wiener (1894-1964) to describe how we manage these dual message-feedback cybertexts into being and that helps explain the publishing, the transmission, and the reception of all speech and text. Recursiveness, complexity, and homeostasis are three principles of cybertextuality. Because we are cognitively blind to how we create most utterances (language belongs to procedural memory, which can be recalled only by enacting it), we unselfconsciously model even our own language acts (not just ones by other people) simply in order to recognize and revise them. We observe or receive our own language acts before anyone else does. Our feedback is to represent those acts meaningfully. Mental modelling, as a feedback mechanism, is recursive. Our every utterance or output serves as input to another (possibly silent) uttering. Messaging-feedback is also complex.

    Alvaro Seica - 11.03.2016 - 15:10

  10. Literal Art (sidebar)

    This is a word poem about a empty mountain who can`t see, but hear human. The poem goes on and on, but letters begins to disappear. In the end it looks like the poem is written in another languange.

    Andre Lund - 22.09.2017 - 17:48

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