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  1. Towards an Art of Rhetoric in Electronic Literary Works: The Figures of Manipulation

    On the basis of electronic literary works, we can identify specific rhetorical figures in interactive writing: the figures of manipulation. It is a category on its own, along with figures of diction, construction, meaning and thought. For example, the figure of appearance/disappearance (responding to an action of the reader) is as a key figure among the figures of manipulation.

    What is emphasized in such figures is the coupling action/behavior, which could be considered as a basic unit in interactive writing. This coupling can be conceived independently from the medias (text, image, video) it relies on. Thus, it seems relevant to have an a-media approach when defining an art of rhetoric in interactive writing.

    (Source: Author's abstract, 2008 ELO Conference)

    Scott Rettberg - 08.01.2013 - 23:32

  2. Space for writing: a sidelong glance at the history of immersive spatial hypertext

    The Cave Writing Workshop is an advanced experimental electronic writing workshop founded by Robert Coover, exploring the potential of text, sound, and narrative movement in immersive three-dimensional virtual reality. It brings together teams of undergraduate and graduate fiction writers, poets and playwrights, composers and sound engineers, graphic designers, visual artists, 3D modelers and programmers, to develop, within the environment of Brown’s “Cave” in the Technology Center for Advanced Scientific Computing and Visualization, projects that focus on the word. From 2002 onward writers have explored the possibilities of spatial hypertext in an immersive environment. What this paper proposes is an exploration of the history of the twin currents of hypertext and virtual reality that merged to create this particular form of expression, going back to the early hypertext systems developed at Brown University in the 1960’s by Ted Nelson/van Dam/et al and work in immersive virtual reality at University of Illinois’ CAVE in the early 1990s.

    (Source: Author's abstract for ELO_AI)

    Audun Andreassen - 14.03.2013 - 14:42

  3. Hypertext and Cognition

    The recent evolution of western societies has been characterized by an increasing emphasis on information and communication. As the amount of available information increases, however, the user -- worker, student, citizen -- faces a new problem: selecting and accessing relevant information. More than ever it is crucial to find efficient ways for users to interact with information systems in a way that prevents them from being overwhelmed or simply missing their targets. As a result, hypertext systems have been developed as a means of facilitating the interactions between readers and text. In hypertext, information is organized as a network in which nodes are text chunks (e.g., lists of items, paragraphs, pages) and links are relationships between the nodes (e.g., semantic associations, expansions, definitions, examples -- virtually any kind of relation that can be imagined between two text passages). Unfortunately, the many ways in which these hypertext interfaces can be designed has caused a complexity that extends far beyond the processing abilities of regular users.

    Jill Walker Rettberg - 27.06.2013 - 13:01

  4. Lucid Mapping: Information Landscaping and Three-Dimensional Writing Spaces

    This paper documents an interactive graphics installation entitled Lucid Mapping and Codex Transformissions in the Z-Buffer. Lucid Mapping uses the Virtual Reality Modeling Language to explore textual and narrative possibilities within three-dimensional (3D) electronic environments. The author describes the creative rationale and technical design of the work and places it within the context of other applications of 3D text and typography in the digital arts and the scientific visualization communities. The author also considers the implications of 3D textual environments on visual language and communication, and discriminates among a range of different visual/ rhetorical strategies that such environments can sustain.

    Jill Walker Rettberg - 28.06.2013 - 13:21

  5. Vpoem14

    Animated poem written in VRML. Part of a series of Virtual Poems, or Vpoems. Original website is no longer available, but the poem is viewable as a video stream.

    Jill Walker Rettberg - 28.06.2013 - 13:29

  6. The Child

    DESCRIPTION FROM CRITICAL COMMONS: The materialization of text in an urban landscape is nowhere more in evidence than in French designer Antoine Bardou-Jacquet's video for Alex Gopher's The Child. Bardou-Jacquet's all-textual rendering of New York city borrows its basic concept from Jeffrey Shaw's Legible City project from the late 1980s, while stripping narrative volition away from the viewer. Whereas Shaw's project allows reader-users to simulate moving through geographically and architecturally correct streets of Amsterdam, Manhattan, or Karlsruhe on a stationary bicycle while reading the text of a story mapped onto buildings in the city, The Child delivers a high-speed chase through the streets of New York City with both landmarks and people rendered as all text. The tension that exists in these works hinges on the conflict between real and constructed environments, as well as the insistent interplay of surface and depth.

    Jill Walker Rettberg - 28.06.2013 - 22:20

  7. Mahasukha Halo

    Mahasukha -- the Nepalese Buddhist concept of transendence through erotic experience.

    Mahasukha Halo -- snapshots, pleas, and confessions from a future world of alien sex and alien gods, where humans do the dirty work and put on the dirty shows. Lost missionaries, sex addicts, hyacinth men, and post-millenium religious fanatics poulate these street scenes where sex and religion are polyvalent, and body parts proliferate. (Source: Eastgate)

    Mahasukha Halo is a mysterious science fiction hypertext that reveals a disturbing picture of a futuristic world where people praises creatures from another planet. To satisfy these creatures, people have to do some disturbing things. The work has a console where users can navigate through the work, see links and save their reading progress.

    Jill Walker Rettberg - 02.07.2013 - 13:20

  8. Spirals of Meaning: Exploring Nonlinearity through Prezi’s Infinite Canvas

    Our linear expectations of digital presentations (and the scorn associated with “Death by PowerPoint) have been transformed by the availability of tools such as Prezi, an editor that allows for the juxtaposition of images, text, and other media on a telescoping canvas that relies on linear paths for exploring nonlinear content. Prezi acts an infinite canvas, recalling Scott McCloud’s model for a future of sequential art on the web defined not by pages but by the screen as portal to an expanding and linked storyspace, allowing for continual layering of meaning and data using the methods of what Henry Jenkins describes as environmental storytelling. Alexandra Saemmer's use of Prezi as a space for experimenting with electronic literature breaks our expectations of a tool originally designed for presentations. The adaptation of tools of this kind towards the development of literary experiences reveals the fundamental transformations of procedural expectations and linked structures in online spaces: the co-location and linking of ideas to create meaning is now a matter of course.

    Jill Walker Rettberg - 23.08.2013 - 12:16

  9. "A Machine Made of Words by a Machine Made of Numbers"- Authorial Presence in Niemi’s Stud Poetry

    Primary Text: Marko Niemi’s Stud Poetry, a demo of which would run during the presentation.

    The paper opens with a brief discussion of the inherently conservative nature of the ELO’s definition of electronic-literature and the critical tendencies which this encourages. It has a strong focus on those critics who identify the forms which electronic literature has taken as an extension of modernist experimentation in the Twentieth Century, while disregarding the new possibilities which programmable media furnishes the poet with.

    These possibilities are manifest in Niemi’s Stud Poetry, a text which has been consistently overlooked since its publication, perhaps because it presents a challenge to the dominant critical trends. Stud Poetry cannot fully be understood in terms of print-based modernist experimentation, Dada or Burroughs, because it would be impossible to achieve without a computer program. Niemi wrote the code which ‘writes’ each poem/game.

    Jill Walker Rettberg - 23.08.2013 - 12:24

  10. In the Image of the Text

    An endless textual fiction is generated, freely inspired by the writings of Alain Robbe-Grillet. Certain words in the text are sent to a search engine and images are returned and inserted into the text.

    Original 2003 work appears to be offline, but there is a 2012 video installation of the same name, apparently using much of the same material.

    See also entry for this work in Rhizome: http://rhizome.org/artbase/artwork/13504/

    Jill Walker Rettberg - 26.08.2013 - 09:58

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