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  1. "To Larp, or Not to Larp?" Must Embodiment and Code Deployment Reinforce Systemic Injustice across Larp Platforms?

    Larps are a form of analog game in which participants co-create and collectively inhabit diegeses (Montola 2012, cf. Gennette 1980). Larp may also be thought of as a medium, and codic larps are a type of larp platform that use diegetic code (Steele 2016) to represent parts of the story, allowing conflicts about what happens next to be resolved through contests in which diegetic material has been congealed into code and rendered deployable. Codic larps offer a unique opportunity to teach and study code, and the analog nature of codic larp allows advanced engagements like platform modding to happen with fewer layers of technology to navigate than digital code platforms, ostensibly lowering the barrier of entry to coding, while allowing diegetic code to serve as a "boundary object" (Star and Griesemer 1989, Star 2010) through which scholars and professionals from many backgrounds may develop common language to engage in cross-codic critique.

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:19

  2. Git as Platform for Electronic Literature Authorware

    This paper outlines public archives of electronic literature authoring tools and technologies via git version control as a platform for decentralized organization, with a specific focus on current and proposed future uses of the GitHub platforms. How are the source code and tooling for creating electronic literature maintained currently preserved through public open source, and how might ELO initiatives and community best practices engage with them in the future?

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:25

  3. Epidemiology and Spatial Narrative : Scaffolds under the Pandemic - Confinement Spaces and Existential E-Narrative

    were forced into situations somewhere between Brazil and The Matrix, in which workspaces become the world. Also this evinced Paul Virilio’s notion of technological acceleration while confining to one spot (ZOOM!) undifferentiates the technologically enabled person without disabilities and the technologically au and the technologically augmented paraplegic (The Third interval).
    These existential effects led to my creation of a visualyl narratological immersive experience entitled Confinement Spaces, which consisted of 3D scans and renders of the UAE quotidian landscape, first of places immediately around me. But as I was able to expand my tr avels, more spaces were scanned in, creating a form of “narrative molecule” based on experience in the 1990’s with designer Roy Stringer’s Navihedron interface regime.
    In Confinement Spaces, six months of expanding explorations into iconic spaces of the United Arab Emirates as an allegory of confinement in space and the fracturing of reality as depicted by the glitches in the 3D scans.

    Daniel Johannes Flaten Rosnes - 02.06.2021 - 16:35

  4. Emulating hypertext: a feminist, postphenomenological perspective

    This paper presents a feminist, platform-conscious approach to reading and preserving a work of early, pre-web electronic literature: Kathryn Cramer's short Storyspace hypertext fiction, "In Small & Large Pieces" (1994). Ensslin adopts a postphenomenological approach centered around Material Engagement Theory (MET), which was originally developed by cognitive archeologists and anthropologists to reflect the material significance of extended, embedded, embodied and enactive cognition, also known as "e-cognition" (Ransom and Gallagher 2020), for human development and subjectivity.

    Astrid Ensslin - 05.06.2021 - 21:50

  5. The rhetoric of interactive art works

    In this contribution, I identify rhetorical figures that are specific to interactive writing: figures of manipulation (meaning gestual manipulation). It's a category on its own, along with figures of diction, construction, meaning and thought. In many computer art works, the artists use the figures of manipulation to introduce a loss of grasp.

    What is emphasized in such figures is the coupling action/behavior, which could be considered as a basic unit in interactive writing. This coupling can be conceived independently from the medias it relies on. Thus, an a-media approach seems relevant when attempting to define an art of rhetoric in interactive writing.

    Kira Guehring - 24.09.2021 - 15:39

  6. Storyspace 3

    Storyspace 3 works with existing Storyspace files and creates new Storyspace documents in a robust, state-of-the-art XML format. Legacy Storyspace work immediately takes advantage of Storyspace 3’s outstanding new typography.

    Storyspace 3 is a tool for writing and reading hypertext narrative, for fictional and nonfictional stories told with links. Long the tool of choice for serious hypertext writers, Storyspace now offers new features, new tools, and unmatched elegance for handling complex stories with ease.

    From the earliest experimental hypertexts, writers have learned that simply linking pages together isn’t enough. What works in small web sites leaves readers wandering and adrift in book-length environments. Storyspace solved the problem back in the 1990s with guard fields that activate and disable links as the reader moves through the document.

    Storyspace 3 supports classic Storyspace guard fields and extends them with a new, easy-to-learn syntax that adds lots of power and flexibility. You can mix old and new guard fields freely.

     

    Ole Kristian Sæther Skoge - 24.09.2021 - 19:13

  7. Hypertext and comics: towards an aesthetics of hypertext

    From Author: The paper aims at understanding how comic art rhetoric can be used to better understand hypertext, in an attempt to develop an aesthetics of hypertext.

    Heidi Haugsdal Kvinge - 28.09.2021 - 13:46

  8. futureTEXT: hypertext fiction

    Jim Rosenberg speaks on hypertext fiction

    futureTEXT
    a performance of leading edge electronic writing

    Ole Kristian Sæther Skoge - 02.10.2021 - 14:33

  9. Exhibiting, Disseminating, Teaching: Digital Literature in Danish Public Libraries

    Danish public libraries have since 2010 exhibited, disseminated, and taught digital literature. This paper lays out the general trajectory of their work, and introduces the notion of a post-digital literacy: a theoretical lens through which to conceptualize and articulate the importance of teaching digital literature in K-12.

    In fruitful dialogue with a variety of other parties and institutions, including Aarhus University and the ELO, a handful of public libraries have developed considerable and impressive expertise, grounded in practice-based experimentation. Their efforts, which have taken place in the course of six projects, are the case into which this paper inquires. The case represents an astute continuity in terms of exhibiting and communicating digital literature to the general public, yet the decade of work has hitherto not been presented or analyzed collectively. In doing so, this paper not only collects the efforts made by multiple librarians in multiple libraries and documented in a variety of places and formats, it also considers the general trajectory of the work carried out as an ample case for charting areas for future work.

    Malthe Stavning Erslev - 12.11.2021 - 10:38

  10. Traversing Language, the Author, and the Word in Amira Hanafi’s A Dictionary of the Revolution

    Traversing Language, the Author, and the Word in Amira Hanafi’s A Dictionary of the Revolution

    David Wright - 02.01.2024 - 06:19

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