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  1. Scanbed Poetics

    This paper addresses poetry that has begun to probe the scanbed and its sense-making apparatus, optical character recognition (OCR). It surveys a growing list of texts operationalizing the semiotic architecture of digitization to both scrutinize the kinds of ‘reading’ that process performs and to reflect on our contemporary moment of machine generated language and distant, distracted, or otherwise disengaged reading.

    sondre rong davik - 29.08.2018 - 15:38

  2. Social Media: Problems & Projects

    Social Media: Problems & Projects

    Carlos Muñoz - 29.08.2018 - 15:41

  3. e-Loops in e-Lit: Mechanical Reflexive Reading

    Loops are mostly patterns: patterns based on a predetermined set of repetitions, and that allows for a recognizable sense of progression and movement. It is used and perceived as a structure whose impact on interpretation can be considerable. This presentation focuses on how the loop defined as a shape, a process and a pattern becomes a figure in contemporary electronic literature works and practices. I will investigate this particularity of digital writing by examining how loops condition reading and writing practices. How do e-loops revisit interpretation processes? More specifically, does the loop’s reflexivity echoes the electronic text it produces?

    Li Yi - 29.08.2018 - 15:48

  4. Transforming Theoretical Textual Analysis into an Interactive Digital Game

    This paper will outline the material process and theoretical underpinnings whereby I turned a critical practice of reading a philosophical text, in this case Plato’s Phaedrus, into an electronic, interactive, Twine game. The game, called “Plato’s Phaedrus: a Memory Pharmacy,” is a rhizomatic dialogical game whereby players engage in a procedure of enacting verbal dialectics upon an interactive text that is interspliced with both Platonic passages and transcriptions of contemporary interlocutor's dialectical analysis upon the Phaedrus. The game is played on Twine, an open-source tool for non-linear storytelling. Players choose a character, either Socrates or Phaedrus, and begin by reading aloud scripted lines of the Platonic text. As the dialogue continues, it becomes unclear if the text has departed from the original Platonic dialogue as the content mixes in anachronisms and the style vears upon the colloquial. Soon conversation choices are introduced as players can choose which line to speak aloud, and thereby steer the dialogue in different conversational directions.

    June Hovdenakk - 29.08.2018 - 15:51

  5. Literature Mods

    This paper presents a critical framework about literature mods—modifications of source code and surface of literary works—and a set of new empirical methods—modifying deformances—as a way of reading and analyzing the behavior of digital kinetic poems, since they move in time and space. How to simply read poems behaving as changing events? How to read poems that display at extremely high speed? How to critically analyze surfaces of inscription that may be impossible to be read? What methods of criticism can be set in practice in order to read kinetic poems? The problem of how to read digital poems, how to interpret them, and how to write criticism about them is closely tied to what kind of methods the reader and scholar use. Some of these methods can, and should require practical engagement with the creative works, a point that C. T. Funkhouser (2014) highlights. In fact, that is the type of “computational poetics” methodology that, in “operating” the code and interface, Stephanie Strickland and Nick Montfort (2013) call for.

    Li Yi - 29.08.2018 - 15:57

  6. Do Games Really Ever End?

    During the 1990’s, reports of people dreaming about arranging geometric shapes became so widespread that newscasts worldwide dubbed the phenomena the “Tetriseffect.” In The Aesthetics of Play, Brian Upton posits that we play games by acting on internalized analogues of the game’s formal constraints. We need not understand the complexity of its code, so long as “we have constructed a set of internal constraints that correctly predict future evolutions of the game’s state, ... we can make meaningful decisions” (Upton 119). Between play sessions, these mental models of gameworlds allow players to continue playing the game by planning new strategies or considering difficult puzzles, thus never really ceasing to play the game. My proposed paper will build on Upton’s epistemological model of play to explore how we play our favorite games even after the computer has been shut down by looking at activities such as metagaming, coaching, and training in the competitive on-line shooter Overwatch.

    Stian Hansen - 03.09.2018 - 18:41

  7. Digital Deep-Sea Diving: navigating the narrative depths of E-lit and VR

    Immersion is a metaphorical term derived from the physical experience of being submerged in water. We seek the same feeling from a psychologically immersive experience that we do from a plunge in the ocean or swimming pool: the sensation of being surrounded by a completely other reality, as different as water is from air, that takes over all of our attention, our whole perceptual apparatus. We enjoy the movement out of our familiar world, the feeling of alertness that comes from being in this new place, and the delight that comes from learning to move within it. 
    –Janet Murray, Hamlet on the Holodeck

    Akvile Sinkeviciute - 04.09.2018 - 23:04

  8. Ludology, Narratology, and the Representation of Women in Visual Novels

    My paper explores the genre of visual novels, a form of digital interactive fiction popularized in Japan. As very little academic work has been undertaken on visual novels thus far, I explore several different methods for analyzing them, and consider what other scholars may find useful and interesting about them in the future. 

    Linn Heidi Stokkedal - 05.09.2018 - 14:54

  9. The Posthuman Poetics of Instagram Poetry

    Instagram poetry, a type of digital poetry is, as the name implies, poetry that is produced for distribution through the social media channel Instagram and most usually incorporates creative typography with bite size verses. 

    Instagram poetry can demonstrate the cultural impact of a posthuman cyborgian fluidity of borders and forms in that we essentially find ourselves left with anthropophagic texts - cannibalistic texts that remix, reuse and re-appropriate content. Digital texts can no longer be regarded as singular standalone objects rather they are constantly changing assemblages in which inequalities and inefficiencies in their operations drive them towards breakdown, disruption, innovation and change 

    sondre rong davik - 05.09.2018 - 14:54

  10. Hey Siri, Tell Me a Story: AI, Procedural Generation, and Digital Narratives

    This paper examines a selection of examples of AI storytelling from film, games, and interactive fiction to imagine the future of AI authorship and to question the impetus behind this trend of replacing human authors with algorithmically generated narrative. Increasingly, we’re becoming familiarized with AI agents as they are integrated into our daily lives in the form of personified virtual assistants like Siri, Cortana, and Alexa. Recently, director Oscar Sharp and artist Ross Goodwin generated significant media buzz about two short films that they produced which were written by their AI screenwriter, who named himself Benjamin. Both Sunspring (2016) and It’s No Game (2017) were created by Goodwin’s long short-term memory (LSTM) AI that was trained on media content that included science fiction scripts and dialogue delivered by actor David Hasselhoff. It’s No Game offers an especially apt metacommentary on AI storytelling as it addresses the possibility of a writers strike and imagines that entertainment corporations opt out of union negotiations and instead replace their writers with AI authors.

    Jane Lausten - 05.09.2018 - 14:57

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