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  1. Mimesis: An Integrated Social Networking Application and Computer Game for Exploring Social Discrimination

    Game characters and social networking profiles potentially can be used to help people better
    understand others’ experiences. However, merely customizing graphical representations and text
    fields is insufficient to convey actual identity experiences. As a step toward conveying richer
    identity experiences, we implemented an interactive narrative game for iOS called Mimesis to
    allow players to explore identity phenomena associated with discrimination. Mimesis is an
    outcome of the NSF-supported Advanced Identity Representation (AIR) Project (Harrell,
    Principal Investigator) to develop new computational identity technologies informed by theories
    of cognitive categorization and social classification. An ICE Lab interactive narrative platform
    called GeNIE is used to implement the game. We propose to present and discuss Mimesis.

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 20.06.2012 - 15:10

  2. Transient Self-Portrait

    Transient self–portrait is an artistic research project with the aim of creating an interactive piece.
    I take as the point of departure two pivotal sonnets in Spanish literature that are normally studied
    alongside each other, En tanto que de rosa y azucena by Garcilaso de La Vega, a 16th Century
    Spanish poet, using Italian Renaissance verse forms and Mientras por competir con tu cabello by
    Luís de Gongora, a 17th Century Spanish poet from the Baroque period. Gongora’s sonnet is a
    homage to Garcilaso’s and the styles and the cultural aspects that appear on the sonnets are very
    different reflecting the attitudes from the Renaissance and the Baroque.

    Eric Dean Rasmussen - 20.06.2012 - 19:33

  3. Gesture-Driven Electronic Literature for Mobile Devices: The Gestural Narrative Interaction Engine (GeNIE)

    Gesture-Driven Electronic Literature for Mobile Devices: The Gestural Narrative Interaction Engine (GeNIE)

    Eric Dean Rasmussen - 20.06.2012 - 19:35

  4. Prosthesis, or The Forthcoming Public Cloud IaaS Magic Quadrant Tenancy

    This new public cloud covers a subset of the market covered by the existing cloud. Please consult cloud market segmentation to understand the segments covered. The existing covers the traditional market (with an emphasis on managed complexity), along with all eight of the cloud market segments. It covers both public and private cloud. This new offering covers multi-tenant clouds. It has a strong emphasis on automated services, with a focus on the scale-out cloud hosting, virtual lab environment, self-managed virtual data center, and turnkey virtual data center segments. The existing weights managed services very highly. By contrast, the new emphasizes automation and self-service. When we say "public cloud", we mean massive multi-tenancy. This means that the service provider operates, in his or her data center, a pool of virtualized capacity in which multiple arbitrary users will have virtual machines on the same physical server. None need have any idea with whom he or she is sharing this pool of capacity. This does not include any of the cloud-enablement vendors nor does it include any of the vendors in the ecosystem.

    Eric Dean Rasmussen - 21.06.2012 - 11:33

  5. Re:Cycle - A Computationally Generative Ambient Video System

    Ambient video art is designed in the spirit of Brian Eno's ambient music - it must never require our attention, but must reward our attention whenever it is bestowed. It comes in many forms, ranging from the kitsch of the Christmas yule log broadcast to more mature moving image art created by a number of contemporary video artists and producers. The author has created a series of award-winning ambient video works. These works are designed to meet Eno's difficult requirements for ambient media - to never require but to always reward viewer attention in any moment. They are also intended to support viewer pleasure over a reasonable amount of repeated play. These works are all "linear" videos - relying on the careful sequencing and meticulous transitioning of images to reach their aesthetic goals. Re:Cycle uses a different approach. It relies on a computationally generative system to select and present shots in an ongoing flow - but with constant variations in both shot sequencing and transition choice. The Re:Cycle system runs indefinitely and avoids any significant repetition of shots and transitions.

    Eric Dean Rasmussen - 21.06.2012 - 12:57

  6. Locating the Literary in Electronic Ludicity: Jason Nelson's Evidence of Everything Exploding

    Literary gaming (Ensslin 2014) is situated at the interface between literary computer games and ludic digital literature. The conjunction of literary close-reading and gaming is inherently paradoxical because literature and computer games are two entirely different receptive, productive, aesthetic, phenomenological, social and discursive phenomena. Reading, according to Hayles (2007), requires deep attention, which allows subjects to focus on an artefact such as a print novel or digital fiction for an extended period of time without, however, losing a sense of the actual world surrounding them. Gameplay, on the other hand, typically involves hyperattention, which literally glues players to the screen, thereby creating "artificial" basic needs, such as the urge to finish a level or quest before being able to focus on any other activity. (Literary) art games tend to "détourn" commercial game aesthetics (Dragona 2010, Vaneigem 1967) to evoke a critical meta-stance in players towards the ludic and textual expectations created by mainstream game culture.

    Eric Dean Rasmussen - 21.06.2012 - 13:51

  7. Abandoning Canon: Fluid Texts and Implicit Collaboration in Electronic Narratives

    Digital technology enables artists - photographers, musicians, writers, filmmakers, illustrators,
    animators, etc. - to place their work not in a strictly definable where, but effectively everywhere
    (everywhere, that is, where infrastructure and access are available). Where once the lines between
    author, text, and reader could be drawn with linear vectors, digital technology and their increasing
    availability and accessibility bring author, text, and reader into a potentially endless cycle of narrative, creation, wherein the roles are fluid and the text may never be fixed. Because of this capability, Astrid Ensslin argues that the idea of literary canon must depart from "its traditional self-contained, closed, and rigidly exclusive connotations. Instead, an inclusive, open concept has to be adopted, which works in terms of a continuous process of integration, modification and discharge" (2006, n.p).

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 21.06.2012 - 13:53

  8. Marking Transition: the Work of Neal von Flue

    For any regular Internet user, the hyperlink has become ubiquitous, almost rendered invisible
    through the frequency of its use. Trails in hypertext are meticulously laid out through the
    seemingly endless streams of data, connected by links imagined as points of intersection in the
    web. Links are used for reference, for navigation but also extensively in creative production, to
    fashion hypertextual narratives and images. It is in this realm of electronic literature, both visual
    and textual, that the function of the link shifts from the commonplace to a carrier of aesthetic
    potential.

    This presentation examines the aesthetic activation of the hyperlink as both an indicator of
    transition and site of transformation. It is a brief exploration of the hyperlink as a signifier, a
    mark both on and in the 'surface' of the digital text, through a close case study of two works by
    hypercomic creator Neal von Flue.

    Eric Dean Rasmussen - 21.06.2012 - 13:54

  9. Bringing the Art of Design to the National Park Service: The Fort Vancouver Mobile Project

    This panel offers three academic papers that explore the use of mobile technologies in electronic literature. Organized from contributions that appear in the forthcoming collection, Digital Storytelling with Mobile Media: Locative Technologies and Narrative Practices, edited by Jason Farman, the impetus behind each of these papers is the ways in which mobile media are transforming the creation, dissemination, and experience of electronic literature.

    The panel situates these mobile media narratives historically, acknowledging that mobile media have always affected the ways narrative is produced and disseminated. By locating mobile media historically and defining it broadly — yet simultaneously understanding the important impact of contemporary mobile technologies, especially locationaware mobile devices — this panel investigates the relationship between mobile technologies and narrative forms.

    Eric Dean Rasmussen - 21.06.2012 - 13:56

  10. Electronic Literature for All: Performance in Exhibits and Public Readings

    Reaching out to new readers of electronic literature is now easier, thanks to the widespread use
    and accessibility of digital media--computers, smartphones, electronic tablets, gaming consoles.
    The channels are in place, but how do new audiences discover and read electronic literature?
    This paper will present two case studies of two different events whose purpose is to introduce
    readers to electronic literature. Both cases show how managing the performative aspects of electronic literature and its context is essential to engage new readers.

    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 22.06.2012 - 11:56

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