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  1. Approaching the Real: Materiality in Digital Literature

    Digital literature foregrounds its own medium, and it foregrounds the graphic, material aspects of language. Experiments with the new medium and with the form of language are generally presented and interpreted within a framework of the historical avant-garde or the neo-avantgarde. This paper aims to take a new perspective on the emerging digital materiality of language.
    The analysis of the work of work that use digitalized handwriting or graffiti-like drawing (for example in Jason Nelson, the digital artist of hybrid works between games, literature and video) leads to the conclusion that the effect of this materiality is an ambivalent relation to affect, reality and the body.
    In other words: an ‘absent presence’ is foregrounded. The paradoxical and spectral merging of presence and absence makes these forms of digital literature an expression of a specifically late postmodernist stance towards representation of the ‘real’. Complicity with the media-culture goes hand in hand with an ironic approach of the mediatedness of the world and the body.

    Jill Walker Rettberg - 25.09.2013 - 13:07

  2. The Transformation of Narrative and the Materiality of Hypertext

    The Transformation of Narrative and the Materiality of Hypertext

    Patricia Tomaszek - 11.10.2013 - 19:14

  3. What Does is Mean to Read Online

    What Does is Mean to Read Online

    Patricia Tomaszek - 11.10.2013 - 19:53

  4. Spars of Language Lost at Sea

    Our poetry generator, Sea and Spar Between, was fashioned based on Emily Dickinson’s poems and Herman Melville’s Moby-Dick. Both in its original edition and in the edition expanded with comments—cut to fit the toolspun course—it exemplifies seven different ways to seek and grasp text: 1) by porting code; 2) by translating text strings and processes; 3) by contrasting the page/canvas experience via a link or URL with the experience of reading code via “View Source”; 4) by harpooning a particular stanza and using the browser’s capability for bookmarking; 5) by creating human-readable glosses of code for readers who may not identify as programmers; 6) by relating its depthless virtual space to the import of Mallarmé’s Coup de dés as interpreted by Quentin Meillassoux; 7) by foregrounding non-translatability as a characterizing sieve for natural languages.

    Arngeir Enåsen - 14.10.2013 - 15:35

  5. The Functional Point of View: New Artistic Forms for Programmed Literary Works

    This essay analyzes the functioning of a text that was designed to be read in a private context, that uses the computer as an active tool during the reading, and that can be published on a permanent medium such as CD-ROM. The work is approached in its dual functioning mode: synchronic and diachronic. A functional model is proposed, which involves an analysis of the functions that operate in the communication process between the reader and the author. In this model, the work appears as a process and no longer as an object. The reading and the materialization of the object read become interdependent. The author analyzes the relationships between readability and faithfulness in the resulting work, properties that may be incompatible in the final text.

    Source: Author's Abstract

    Patricia Tomaszek - 21.10.2013 - 18:14

  6. Digital Fictions: Storytelling in a Material World

    When researchers in computer-mediated communications discuss digital textuality, they rarely venture beyond the now commonplace notion that computer textuality embodies contemporary post-structuralist theories. Written for students and faculty of contemporary literature and composition theories, this book is the first to move from general to specific considerations. Advancing from general considerations of how computers are changing literacy, "Digital Fictions" moves on to a specific consideration of how computers are altering one particular set of literature practices: reading and writing fiction.

    Patricia Tomaszek - 24.09.2015 - 11:25

  7. MATTERS, Electromagnetic poems

    When materials that support texts change, the content have to change. Matters is a physical reflection on how the materiality could affect the text. From ceramic tiles to displays, each new supporting material has opened new possibilities for writing. The support does more than sustain the text, it limits and potentiates it at the same time. The rules of the text are established thanks to these materials, which are implemented as a medium for the text. The physical, the chemical, the sociology, and the politics of these mediums definitively influence the literary use of the ideas. The change in supporting materials allow us to tap into new possibilities that poetry has the pleasure of exploring and amplifying. Similarly, the poetic endeavour is obligated to question the physical, chemical, social, and political limitations of either medium as a support for the text. The expressive reflection allows the revision of rules established by the use of either format and, perhaps, generates new uses of a medium; or in an extreme case, generates a new medium for the diffusion of the text.

    Hannah Ackermans - 06.07.2016 - 16:41

  8. 80 days: Breaking the Boundaries between Video Games and Literature

    “Moveable books” predate the printing press. Such experiments, including popular pop-up books of the nineteenth century, pushed against the boundaries of two-dimensional storytelling by crafting ways paper can mechanically foster motion and depth. iPad artists and game designers experiment with device-specific expressive capacities. I call moveable books designed for iPad “playable books” to invoke their ergodic filiation with videogames. In this presentation, I analyze one playable book, 80 Days (2014) by Inkle Studios, which won Time Magazine’s best game of the year and was named by The Telegraph a best novel of the year. Crossing the “border” between literature and videogames, 80 Days invites us to consider how popular modes of human/computer interaction in games shape new forms of reading in device-specific ways. I discuss how 80 Days’ gameful attributes adapt and contest Jules Verne’s 1873 novella Around the World in Eighty Days. The game gives the reader a physical experience of the original story’s chief mechanic, racing to beat the clock.

    Hannah Ackermans - 06.02.2017 - 15:59

  9. The Life and Times of Tristram Shandy, Gentleman

    The Life and Opinions of Tristram Shandy, Gentleman (or Tristram Shandy) is a novel by Laurence Sterne. It was published in nine volumes, the first two appearing in 1759, and seven others following over the next seven years (vols. 3 and 4, 1761; vols. 5 and 6, 1762; vols. 7 and 8, 1765; vol. 9, 1767). It purports to be a biography of the eponymous character. Its style is marked by digression, double entendre, and graphic devices.

    Sterne had read widely, which is reflected in Tristram Shandy. Many of his similes, for instance, are reminiscent of the works of the metaphysical poets of the 17th century, and the novel as a whole, with its focus on the problems of language, has constant regard to John Locke's theories in An Essay Concerning Human Understanding. Arthur Schopenhauer cited Tristram Shandy as one of the greatest novels ever written.

    (Source: Wikipedia entry on The Life and Opinions of Tristram Shandy, Gentleman)

    Scott Rettberg - 02.10.2018 - 14:51

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