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  1. Digitale Medien in der Erlebnisgesellschaft. Kunst, Kultur, Utopien

    Untersucht werden die gesellschaftlichen und ästhetischen Auswirkungen kultureller Phänomene digitaler Medien. Den Schwerpunkt bilden ausführliche Fallstudien künstlerischer und kultureller Phänomene wie Newsgroups, Computergames, Weblogs, interaktive Installationen oder Online-Kunst, die jeweils in einen größeren intermedialen Zusammenhang gestellt werden.

    Patricia Tomaszek - 14.02.2012 - 23:57

  2. Expressive Processing: On Process-Intensive Literature and Digital Media

    Most studies of digital media focus on elements familiar from traditional media. For example, studies of digital literature generally focus on surface text and audience experience. Interaction is considered only from the audience's perspective. This study argues that such approaches fail to interpret the element that defines digital media -- computational processes. An alternative is proposed here, focused on interpreting the internal operations of works. It is hoped that this will become a complement to (rather than replacement for) previous approaches. The examples considered include both processes developed as general practices and those of specific works. A detailed survey of story generation begins with James Meehan's Tale-Spin, interpreted through "possible worlds" theories of fiction (especially as employed by digital media theorists such as Marie-Laure Ryan). Previous interpretations missed important elements of Tale-Spin's fiction that are not visible in its output.

    Scott Rettberg - 13.12.2012 - 16:50

  3. Poetic Machines: an investigation into the impact of the characteristics of the digital apparatus on poetic expression

    This thesis aims to investigate digital methods of signification in order to examine the impact of the apparatus on poetic expression. This is done through a critical analysis of the translation process from analogue to digital, in the sense that even as we read a page we are in fact translating sight into sound. The resulting effects of this change in form are explored in order to understand their impact on meaning-making in the digital realm. Through this interrogation the comprehension and definition of ePoetry (electronic poetry or digital poetry) is extended, by exposing the unique affordances and specificities of digital expression. Digital poetry theorists such as Loss Pequeño Glazier posit that the emerging field of electronic literature is composed of interweaving strands from the areas of computer science, sociology, and literary studies. This is reflected in the interdisciplinary nature of this thesis, which necessitates an engagement with the broad areas of translation, literature, and digital media studies.

    Scott Rettberg - 07.01.2013 - 14:33

  4. Pipe Bomb: Exploding Code in the Work of Rene Margritte and Jodi

    Following Michel Foucault's brief works of art criticism, Rene Magritte's paintings, and Jodi's websites, this essay performs a close reading of HTML code using the aesthetic logic of the calligramme. To begin I construct a genealogy of critical image production surrounding Magritte's now classic 1928-29 painting La trahison des images. A slowly decomposing relationship between language and images begins with Scott McCloud's reductive materialism in Understanding Comics (1993) in which McCloud's comic book avatar lectures on the material and mimetic aspects of Magritte's pipe for purely ironic effect. Unlike McCloud's attempts to distill materiality down to traditional media types, Henning Pohl's La trahison des images numeriques (2009) implicates both pipe and text within a transcendental image-space beyond medium specificity which, like Giselle Beiguelman's //**Code_up (2004), promotes the fantasy of diving into data. Douglas R.

    Audun Andreassen - 03.04.2013 - 15:13

  5. My Own Private Augmented Reality: ulillillia's Mind Game

    This paper looks at Nick Smith's (aka ulilllillia) "Mind Game" as an illustration of how augmented reality systems, while based in digital media, do not necessarily rely on digital software or hardware, but in the influence of digitally-mediated practices on the imagination. !Smith's "Mind Game" constitutes a form of experiential poetry mediated through augmented reality.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 10.04.2013 - 11:33

  6. Interview with Leonardo Flores

    Leonardo Flores tells about his beginnings in the field of electronic literature and his current project on electronic poetry. He then makes an in-depth description of the paradigmatic change from printed literature to electronic literature with special attention on the expectations of readers who are new to new media works and the tradition, so to speak, of experimentalism in literature. With the same accuracy he ponders about the status of science of electronic literature and ends the interview with some considerations about the important issue of preservation.

    Daniele Giampà - 12.11.2014 - 19:48

  7. The Johns Hopkins Guide to Digital Media

    The study of what is collectively labeled "New Media"—the cultural and artistic practices made possible by digital technology—has become one of the most vibrant areas of scholarly activity and is rapidly turning into an established academic field, with many universities now offering it as a major. The Johns Hopkins Guide to Digital Media is the first comprehensive reference work to which teachers, students, and the curious can quickly turn for reliable information on the key terms and concepts of the field. The contributors present entries on nearly 150 ideas, genres, and theoretical concepts that have allowed digital media to produce some of the most innovative intellectual, artistic, and social practices of our time. The result is an easy-to-consult reference for digital media scholars or anyone wishing to become familiar with this fast-developing field. (Source: JHUP website)

    Alvaro Seica - 21.01.2015 - 15:53

  8. The Virtual Window: From Alberti to Microsoft

    "As we spend more and more of our time staring at the screens of movies, televisions, computers, and handheld devices—"windows" full of moving images, texts, and icons—how the world is framed has become as important as what is in the frame. In The Virtual Window, Anne Friedberg examines the window as metaphor, as architectural component, and as an opening to the dematerialized reality we see on the screen.[...]Friedberg considers such topics as the framed view of the camera obscura, Le Corbusier's mandates for the architectural window, Eisenstein's opinions on the shape of the movie screen, and the multiple images and nested windows commonly displayed on screens today. The Virtual Window proposes a new logic of visuality, framed and virtual: an architecture not only of space but of time." http://mitpress.mit.edu/books/virtual-window

    Anne Karhio - 10.04.2015 - 13:23

  9. Labs for the Digital Humanities

    A presentation by Piotr Marecki of UBU lab at Jagellionian University, and a discussion of different lab models for e-lit and digital culture.

    Scott Rettberg - 01.05.2018 - 23:38

  10. #Postweb! Crear con la máquina y en la red

    #Postweb! Crear con la máquina y en la red

    Alex Saum - 05.06.2018 - 22:34

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