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  1. Mashup as paratextual practice: beyond digital objects (in the age of networked media)

    I would like to present a concept which I fully developed in my contribution to the book edited by Nadine Desrochers and Daniel Apollon, Examining Paratextual Theory and its Applications in Digital Culture. In the text I propose a major reconfiguration of the main tenets of Genette’s paratextual theory in order to fully grasp the specific nature of today’s media environm
    ent, where modes of circulation often seem more important than the digital content itself. I argue

    Alvaro Seica - 29.08.2014 - 11:26

  2. Whisper Wire: Code as a Medium for Sending and Receiving Un-Homed Messages Through Haunted Media

    This paper puts forward haunted media as theory of mediation able to address contemporary networked writing practices communicated across and through multiple media, multiple iterations, multiple sites, and multiple times. Drawing upon Derrida’s invitation to consider the paradoxical state of the spectre, that of being/not-being, this paper considers the paradoxical state of long-distance communications networks which are both physical and digital, and which serve both as linguistic structures and modes of transmission and reception for computer-generated texts. These texts themselves are composed of source code and textual output. They are neither here nor there, but rather here and there, past and future, original and copy. The complex temporaility of this in-between state is further articulated through Galloway’s framing of the computer, not as an object, but rather as “a process or active threshold mediating between two states” (23). This theoretical framework for haunted media will be employed to discuss a web-based computer-generated text called Whisper Wire (Carpenter 2010).

    J. R. Carpenter - 04.10.2014 - 13:04

  3. Finding No Object: A Traversal through Processes in Digital Poetry

    Although Mieke Bal’s “travelling concepts” (2002) framework is widely used, even if not always acknowledged, as a migration function within the humanities, arts and architecture, there is still a prevalence of researching a unique and unchangeable object. Thus, even if Bal calls for a critical object, which ought to be analyzed, meaning that a “theoretical object” entails different views on what a text or a work of art might signify, these approaches do not accurately perform when dealing with digital artworks. In fact, if one undertakes a critical position towards generative, time-based or distributed media artworks, one needs to adopt a reading and analytical perspective that disregards objects, but considers data, process(es), instantiations and manifestations. As Philippe Bootz et al. (2009) assert, our reception of digital literary works cannot comply with an objectual view, as the work/artifact is no longer a consistent and identifiable element, since it is constituted by several process(es) and variables, e.g.

    Alvaro Seica - 23.10.2014 - 12:00

  4. Time-Lapse Reading as Critical Performance

    In moving texts, such as digital kinetic poetry, the reader-user might no longer control the duration of their reading, unlike the traditional and static nature of printed texts. The user deals with readable time versus executable time, the human time-line versus the machine time-line. By having an imposed and fixed number of milliseconds to perceive the text on the screen, the user might find themselves completing or imagining the unread text, following the dynamic forms with an imposed dynamic content. Yet, to understand the shifting reading patterns of digital poems, one has to consider another methods or tools that may complement traditional models. Therefore, performing a critical approach solely based in close reading methods might not accomplish a fully comprehensible reading of digital poetry. In this sense, following upon methods taken from other areas, e.g. time-lapse photography and R. Luke DuBois’s concept of “time-lapse phonography” (2011), I introduce the notion of time-lapse reading as a complementary layer to close reading.

    (Source: Author's Abstract)

    Alvaro Seica - 07.11.2014 - 19:51

  5. A Topographical Approach to Re-Reading Print Books About Islands in Digital Literary Spaces

    This paper interrogates the ‘topic’ of islands displaced from print books into digital literary spaces through a discussion of a web-based work of digital literature ...and by islands I mean paragraphs (Carpenter 2013) http://luckysoap.com/andbyislands/ In this work a reader is cast adrift in a sea of white space veined blue by a background image of graph paper. Whereas horizontally lined loose leaf or foolscap offers a guide for linear hand writing, horizontally and vertically lined graph paper offers a guide for locating positions, or intersections, along orthogonal axes such as latitude and longitude, and time and distance. In this graphic space the horizon extends far beyond the bounds of the browser window, to the north, south, east and west. Navigating this space (with track pad, touch screen, mouse, or arrow keys) reveals that this sea is dotted with islands… and by islands I mean computer-generated paragraphs.

    J. R. Carpenter - 22.11.2014 - 10:54

  6. “Cause Timing is Money and Money is Time”. Six Theses on Monetary Post Humanism in the Digital Age

    In his essay ‘Ego’ (2013), Frank Schirrmacher describes how, by means of a digitalized global marketing strategy, a virtual double of the human subject is installed: the subject as agent or player in the market, represented in data collections and rendered predictable in game-theoretical data analysis. Game theory has failed to predict the behavior of real-world people; yet, in their virtual second existence, the subject is forced into a game-theoretical predictability. In recent big data technology, the subject’s double (or “number two”, as Schirrmacher calls it) is becoming more and more powerful, with nearly every action of a person immediately becoming an action embedded in the big game of the virtual market – a market that in turn becomes more and more game-theoretical in its ways of functioning.

    Alvaro Seica - 03.02.2015 - 15:53

  7. Shapeshifting texts: following the traces of narrative in digital fiction

    We have been referring to electronic literature as a corpus of texts with dynamic and
    multimodal features. A digital text can change during reading and assume the form of a
    collage work, a film or a game. Additionally, the text as a whole (Eskelinen, 2012),
    because of its own transient nature, might never be presented to the reader. The text
    can be played at such a pace as to be partly or completely ungraspable. Due to the range
    of forms assumed by the text, it might also be unable to return to an early state. This
    means that the reader might not be allowed to reread or replay the text in order to achieve
    a final or coherent version of it. This also means that there might be no original state to
    return to.
    Shapeshifting is the ability of a being to take the form of an object or of another being.
    This has been a common theme in folklore and mythology and it continues to be explored
    in games or in fantasy and science fiction films, as well as in literature. Since digital
    fiction is created through a computer and this tool can show emergent behavior, texts can

    Daniela Côrtes Maduro - 05.02.2015 - 14:48

  8. Teaching Creative Writing with Python

    The course concerns the classic tension in poetry between decontextualization and juxtaposition: deciding what a text’s constituent elements are, breaking the text into those elements, and then bringing them back together in surprising and interesting ways. Students are taught not just about string processing and text analysis, but also about the poetic possibilities of using those techniques to algorithmically build new texts. Each semester, the course culminates in a live performance, in which each student must read aloud for an audience a text that one of their programs has generated.

    (Source: Author's Abstract)

    Sumeya Hassan - 26.02.2015 - 21:16

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