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  1. 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

  2. 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

  3. Internet Radio and Electronic Literature: Locating the Text in the Act of Listening

    This essay suggests sound(s), especially when designed/utilized to provide immersive contexts, can provide a valid literary experience and may be considered, like reading and writing, a central element in the digital narratives of electronic literature. Specifically, 1) Sound (vocal and other) provides the basis for narrative, the heart of every literary experience; 2) Rather than sound(s) in electronic literature, sound(s) might be heard as electronic literature; sound(s) might form the basis for new works of electronic literature; 3) Evolving considerations of Internet radio, especially with regard to mobile, interactive, social audio networks, with content drawn from radio drama and radio art, may provide models for these new forms of electronic literature that are deep, rich, engaging, and immersive literary experiences that locate the text not (solely?) in the acts of reading and writing, but also in the act of listening.

    Scott Rettberg - 04.10.2013 - 11:32

  4. Editing Electronic Literature in the Global Publishing System

    Contemporary “format disruptions” (Savikas) lead to a new experience and practice of scholarly publishing: it is global, virtual, and instantaneous. How does this apply to electronic literature? Elit works exist in a field of publication, characterized by circulation, commentary, and archiving. They are subject to complex corporate toolchains, software updates, social media, etc. The work is no longer just the work but the entirety of this field. Publication is no longer a single event or a single thing. Think of this in terms of Luhmann’s systems theory: the differentiating distinction between artistic production and critical discourse is shifted; the difference made by artwork - its “poetics” - is now systematically linked to critical discourse.

    Elisabeth Nesheim - 04.10.2013 - 11:55

  5. Towards a Digital Epistemology: Printed Texts and the Logic of Electronic Literature

    What I tentatively call a "Digital epistemology" is a twofold media archaeological concept, on the one hand it defines a historical notion, or – with Kittler – a discursive network. By this I mean that texts and artworks produced during the post-war digital era in many ways could be said to reproduce a digital logic, whether or not they are digital-born, and whether or not they orchestrate, or address, a digital logic on a formal as well as thematic level. In short: a novel need not be about computers to be an expression of the digital epistemology. On the other hand, and consequently, Digital epistemology could be said to define a set of literary and aesthetic practices from almost any point in history, in any medium. This understanding of the concept suggests that digital logic actually could predate digital technology, and thus could be found in texts and artworks all through history (a suggestion, though, I will not fully explore in this presentation…).

    Arngeir Enåsen - 14.10.2013 - 15:03

  6. Exopoiesis and literariness in the works of William Gibson, Mark Z. Danielewski, Kate Pullinger and Chris Joseph

    Over the last two decades, many recent forms of electronic literature have revealed a strong aptitude for hypertextuality and hypermediality. Meanwhile, we have assisted to the progressive emergence of innovative examples of print fiction that may be defined as «writing machines»,1 because they strive to incorporate the aesthetics and the symbolic forms of the electronic media. These kinds of narrative are often characterised by an "autopoietic" potentiality, since they often tend to include a multiplicity of media sources while preserving the autonomy of their literary function. As Joseph Tabbi observes: «Defining the literary as a self-organizing composition, or poiesis, is not to close off the literary field; instead, by creating new distinctions such a definition can actually facilitate literary interactions with the media environment».2 At the same time, some examples of print and electronic 'writing machines' are also characterized by an «exopoietic function».

    Arngeir Enåsen - 14.10.2013 - 15:08

  7. Aura in the Age of Computational Production

    This roundtable interrogates whether creative computational work can conjure aura, and to what extent the authoring and distribution systems those works rely on foreclose upon or enable "aura." Benjamin’s seminal "The Work of Art in the Age of Mechanical Reproduction" (1935) describes fascistic modes of production and mass deception that forecast -- in very specific ways -- iOS. Co-chairs Berens and Flores will frame the discussion by centering on the authorial contexts afforded by PC and iOS. The other participants are all accomplished writers of electronic literature, actively creating works in a variety of computational environments and distribution models. Each presenter, including the co-chairs, will have 5 minutes to present their own critical and artistic insights on this topic. Once the roundtable discussion begins, they might comment on how Berens' and Flores' theoretical model plays out in their own artistic and commercial works.

    Scott Rettberg - 15.10.2013 - 14:40

  8. Extending Embodiment Within the Knowledge Base

    This paper investigates how the theoretical concept of embodiment and related keywords such as touch, movement, gesture and haptic appears within the current practice of tagging creative works in the ELMCIP Knowledge Base. It further suggests how this practice can be extended within the Knowledge Base platform both in terms of providing more precise tags, and through the forthcoming Platform content type which will give users the possibility connect specific hardware and software with a creative work. Finally, it presents the outline for a research collection that explores the notion of embodiment. The collection gives an introduction to relevant researchers, artists, creative works and scholarly works exploring the concept of embodiment and technology, in the hopes that such a framework can inspire the further investigation of works related to the field of electronic literature.

    Ole Samdal - 25.11.2019 - 14:43