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  1. Distant Readings of a Field: Using Macroanalytic Digital Research Methods to Data Mine the ELMCIP Knowledge Base

    The ELMCIP Electronic Literature Knowledge Base (http://elmcip.net/knowledgebase) is a human-edited, open-access, contributory Drupal database consisting of cross-referenced entries describing creative works of and critical writing about electronic literature as well as entries on authors, events, exhibitions, publishers, teaching resources and archives. The project has been developed by the Electronic Literature Research Group at the University of Bergen as an outcome of the ELMCIP project. All nodes are cross-referenced so users can see at a glance which works were presented at an event, and follow links to see which articles have been written about any given work or which other events they were presented at. Most records provide simple bibliographic metadata about a work or event, but increasingly we are also gathering source code of works, PDFs of papers and dissertations, videos of talks and performances, and other forms of archival documentation.

    Scott Rettberg - 06.09.2013 - 15:55

  2. Roundtable on remediation of French literature

    Syntonie is a project of digital review for ipad that would prefigure an anthology of French digital poetry. Only 3 works originally designed for a computer will be carried on ipad. The choose of the works, the new computing and the semiotics design will be done at the laboratory Paragraphe in relationship with the publisher. We will examine here the questions that this remediatisation asked: what is lost? What is preserved? What is changed? What balance between mediation for present audience and fidelity to the work? Are they facets of the work we can only document (semiotic representations inside the original program for instance)? Is remediatisation an act of preservation?

    All these questions will be asked in technical, semiotics, literary and publishing points of view. The project will only begin in February and we will document all the process.

    Scott Rettberg - 25.09.2013 - 10:42

  3. Conduit d'Aération : un projet de recherche et création

    Conduit d'Aération : un projet de recherche et création

    Scott Rettberg - 25.09.2013 - 11:01

  4. Débat : « Littérature numérique : chercher le texte ! »

    Débat : « Littérature numérique : chercher le texte ! »

    Scott Rettberg - 25.09.2013 - 11:12

  5. Limbo and the Edge of the Literary

    Limbo, released in 2010, is a puzzle platformer that features a player character who awakes in Limbo, on the edge of hell. He must traverse a world of bear traps, giant killer spiders, and spinning gears. As with any game, the player of Limbo will necessarily fail while solving the game’s puzzles; however, this game makes those failures especially painful. The player character is decapitated, impaled, and dismembered as the player attempts to solve each puzzle. The game’s monochromatic artwork, its vague storyline, and these gruesome deaths meant that Limbo, predictably, found its way into various “games as art” conversations. However, this presentation asks whether Limbo can serve as a different kind of boundary object. Given its complete lack of text and its minimalist approach to storytelling, what is the status of Limbo as a literary object?

    Stig Andreassen - 25.09.2013 - 14:31

  6. Digital Games and Electronic Literature: Toward an Intersectional Analysis

    The line between electronic literature and digital games has started to blur more than ever. For example, Christine Love’s 2012 Analogue: A Hate Story can be read as a literary “story” that builds on the visual novel form. However, critic Leif Johnson (of IGN) reviewed Analogue as a “game-like experience” and even a “game” that “neatly sidesteps the label of mere ‘interactive fiction’ like Love’s other games thanks to some smart design choices.” Phill Cameron (of Eurogamer) describes Analogue repeatedly as a “game” and also reflects on its deviation from the “interactive fiction” category. The slippage between the language of fiction and games, in such mainstream reviews, reveals a fascinating taxonomic undecidability. Though Analogue’s “textual” focus makes it a natural boundary object between electronic literature and digital games, this tension extends to games that incorporate minimal text or even no text at all. In this presentation, I focus on Thatgamecompany’s third and most critically-acclaimed game, Journey, which was also released in 2012. In Journey, the player guides a mysterious robed avatar through a desert and up a mountain.

    Stig Andreassen - 25.09.2013 - 14:46

  7. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games

    For the past thirty years, and especially since the popularization of real time 3D graphics processing in the mid-nineties, the computer and videogame industry has been caught up in a graphical arms race: a relentless and blind pursuit of ocularcentric spectacle culminating in the hypertrophy of the visual economy in games like Hideo Kojima’s Metal Gear 5: The Phantom Pain. Alongside this cinematic hypertrophy, a generation of players and designers have internalized the logic and codes of videogames to produce games and game practices which engage the non-visual conditions of the medium. These games have made use of atrophy and the attenuation of visual gameplay as a form of critical game design resulting in games like The Helen Keller Simulator, an unpopular internet meme that consists of a black (or blank) image with no audio, promoted as a first person videogame. While The Phantom Pain terminates in unplayable cutscenes, The Helen Keller Simulator deploys the restriction of vision to uncannily similar effect.

    Stig Andreassen - 25.09.2013 - 14:58

  8. Traduire et préserver des œuvres numériques : Les projets du Laboratoire NT2 : La revue bleuOrange et L’Abécédaire du Web

    Dans le cadre du thème “Chercher le texte nunérique” les Laboratoires NT2 proposent une table ronde afin d’aborder la question de la préservation et de la traduction de la littérature hypermédiatique. Par littérature hypermédiatique, les Laboratoires NT2 entendent des œuvres ayant un contenu littéraire et faisant usage des technologies numériques. Ce sont des œuvres qui combinent matériau textuel et multimédia (sons, images, vidéos, etc.), des hypertextes, des textes générés par ordinateur, des fictions interactives, etc. Lors de cette table ronde, nous présenterons l’importance ainsi que la difficulté de traduire les œuvres de ce corpus. L’importance découle du mandat des Laboratoires NT2 de faire connaître en français cette littérature. La difficulté résulte dans la traduction d’œuvres qui doivent se faire en équipe, avec des créateurs qui n’ont plus toujours accès au code informatique de leur travail ou qui doivent le reprogrammer, c'est-à-dire, retraduire leur propre œuvre pour l’adaptation de leur œuvre vers le français.

    Scott Rettberg - 25.09.2013 - 15:26

  9. CELL Roundtable on Naming Authority and Interoperability

    At meetings in Siegen (2009), Sydney (2010), Provincetown ( 2010), Bleckinge (2010), Bergen (2011), and Morgantown (2011), the editors of the Electronic Literature Directory have established and developed a Consortium on Electronic Literature (CELL). The related database projects originating in each of these locations, is committed to the development of bibliographic standards, interoperability, and data-sharing to ensure the broad reach and wide range of literature and criticism that new media literary scholars are obligated to document and cultivate. In Paris this year, present members will meet to discuss the achievement of interoperability across our various platforms. First on our agenda, will be a report on progress toward the establishment of a "naming authority" for authors and works in the field of electronic literature, and we will continue towards our goal of institutionalizing basic bibliographic practices consistent with the emerging norms of the field.

    Ole Samdal - 25.11.2019 - 14:47