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  1. New Textualities

    This article introduces EJES, vol. 11, issue 2, "New Textualities." It briefly outlines the relation between theoretical and technological changes that has led to a re-examination of textual forms in the digital age. Texts as both social text and technotext are tentatively explored in the context of remediation and proliferation of textual materialities that defines contemporary culture. The six articles contained in this issue deal with specific aspects of this linguistic and literary context, in which texts, metatexts and tools for analysing texts are fostering a new critical awareness of textual phenomena and textual representation.

    (Source: Author's Abstract)

    Alvaro Seica - 04.12.2013 - 15:11

  2. Ars Combinatoria: En Brukermanual for Raymond Queneaus 'Cent mille milliards de poèmes' 

    Ars Combinatoria: En Brukermanual for Raymond Queneaus 'Cent mille milliards de poèmes' 

    Alvaro Seica - 13.12.2013 - 16:10

  3. Literatures in the Digital Age. Theory and Praxis

    Nowadays minds tend to be nomad and bodies tend to have a sedentary lifestyle. We may dare formulate another paradox: if orality went together with nomadism, and writing with sedentarism, perhaps that is the reason why e-writing is using orality as a model for communication. In any case, we should be aware of metaphors we use. Within the process of converting the digital medium to a privileged space for information, communication and culture (in this sequence), we observe that two of the greatest impacts on literature arising from technology have been, in the first place, electronic editions for didactic and scientific purposes, and, secondly, the advent of digital literature, that is, literary works that have been created specially for the computer. The editors, Amelia Sanz and Dolores Romero are both lecturers at Universidad Complutense de Madrid, Spain. Dr. Sanz has developed theoretical reflections on key concepts of twentieth century critical theory, such as intertextuality, systemic approaches, interculturality and hypertextuality.

    Maya Zalbidea - 23.07.2014 - 14:12

  4. Processing: A Programming Handbook for Visual Designers and Artists

    Platform Referenced: http://elmcip.net/node/9970

    Scott Rettberg - 25.08.2014 - 10:26

  5. Shaping Absence: Carol Ann Duffy's 'Rapture'

    An essay on Carol Ann Duffy's poetry book Rapture (2005) and the current state of lyrical poetry, in particular British poetry, in the age of sms and electronic text. I present a critique to the recurrence of using the metaphor of ‘heart’ as being the center of human emotion, which I consider an impossible image to carry on in the era of brain research and technological human beings.

    (Source: Author's Abstract)

    Note: The article was firstly published online in 2007, and subsequently reprinted in Ceia, Carlos (ed.) Talent Will Rise: Essays on Contemporary English Literature (6th ed., 2013)

    Alvaro Seica - 23.09.2014 - 02:57

  6. waxweb, dispositif multimodal et transtemporel

    waxweb, dispositif multimodal et transtemporel

    Luc Dall'Armellina - 10.10.2014 - 15:33

  7. North Meets South: Jorge Luis Borges's "The Interloper" and Natalie Bookchin's Media Experiment "The Intruder"

    Discusses digital adaptations of Borges in general and then gives a close reading of Bookchin's The Intruder.

    Jill Walker Rettberg - 01.10.2015 - 11:29

  8. Borges 2.0: From Texts to Virtual Worlds

    Borges 2.0: From Texts to Virtual Worlds

    Jill Walker Rettberg - 01.10.2015 - 11:30

  9. Hyper and Deep Attention

    This essay is a hypothesis with focus on the generational shift from deep attention, towards hyper attention in cognitive modes. Deep attention is a cognitive mode witch will allow you to focus long term, problemsolving, analyzing etc. Reading a long novella, solving a mathproblem. Hyper attention is the cognitive mode where you multitask, lots of minor tasks at once, as in playing a videogame, using social media, etc. In this mode your focus has a short timeline and tends to affect your attention span conserning long time problemsolving.
    The article discusses the educational preparedness in the future, when this problem is likely to affect us. As a society the problem of this generational shift has already started to show itself,
    but the educational system need to prepare for the changes that will arise, when todays 10 year olds enter the area of higher education.
    It is suggested that being prepared could be to use new pedagogical models, that provide greater stimulation than the typical classrom.

    Susanne Dahl - 25.08.2016 - 15:33

  10. Second Person: Role-Playing and Story in Games and Playable Media

    Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media."

    Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.

    Mark Marino - 27.08.2016 - 20:52

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