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  1. Time and Temporality in Digital Fictions

    The exceptional quality of digital fictions lies in their inherently dynamic nature, how they may be flexibly programmed to generate new content and alter the already existing contents. This adds a new temporal level, compared to traditional fictions. Already the history of digital fictions (both digital literature and games) presents us with a variety of temporal practices which challenge the conventional ways of understanding fictional time.
    We have at least the following four temporal levels for digital fictions with narrative content:

    1. user time (the time the user spends using the work)
    2. discourse time (the time of the narrative discourse)
    -pseudo time
    -true time
    3. story time (the time of the fictional events)
    4. system time (the time of the digital system states)

    Alvaro Seica - 13.11.2014 - 13:33

  2. Automated Diaries and Quantified Selves

    Automated Diaries and Quantified Selves

    Alvaro Seica - 13.11.2014 - 23:17

  3. Complications of Narrative Time in Electronic Literature

    Complications of Narrative Time in Electronic Literature

    Alvaro Seica - 13.11.2014 - 23:19

  4. Roundtable: Chercheur et artiste / artiste et chercheur, de l’art de jongler avec les casquettes

    A roundtable organized by Lucile Haute at the Galerie Rhinocéros et Cie in Paris on November 13, 2014, posing three questions to each author.

    Alvaro Seica - 14.11.2014 - 17:18

  5. A Knot in Time Is Not a Not’: Flux Narratifs et Temporalités

    A Knot in Time Is Not a Not’: Flux Narratifs et Temporalités

    Alvaro Seica - 03.02.2015 - 15:30

  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. Algo-trading and the Digital Subject in Robert Harris’ 'The Fear Index'

    Algo-trading and the Digital Subject in Robert Harris’ 'The Fear Index'

    Alvaro Seica - 05.02.2015 - 12:36

  8. A Solipsist Can’t Tell the Time : Changes in the Digital Subject from ‘Vocational Time’ to ‘Timeless Time’

    To what extent are contemporary information and communication technologies (ICTs) implicated in an experience of time that can be characterised as ‘solipsistic’? Metaphysical solipsism, as Bertrand Russell put it, is ‘…the hypothesis that the world consists of myself and my thoughts and feelings and sensations, and that everything else is mere fancy’ (1959: 22). To what extent, then, are ICTs implicated in promoting the experience of time accompanying that world?

    The essay is structured around three key concepts. Part one focuses on Edmund Husserl’s phenomenological concepts of ‘vocational time’ and ‘epochē’. Part two focuses on Manuel Castells’ sociological concept of ‘timeless time’. In part three, I conclude by arguing that ICTs do indeed promote a ‘solipsistic’ experience of time. Solipsism, in the strict metaphysical sense, is an absurd hypothesis; paradoxically, however, it can still be believed, practised, and, I argue, encouraged by certain artifacts and practices within our shared world. The argument is that we should be aware of this paradox in our interactions with ICTs.

    (Source: Author's Abstract)

    Alvaro Seica - 05.02.2015 - 12:37

  9. Touch as Technê : Pulse Project

    Touch as Technê : Pulse Project

    Alvaro Seica - 05.02.2015 - 15:12

  10. Techné, Corps et Temporalités: Culture de l’écran et Fiction Contemporaine

    Techné, Corps et Temporalités: Culture de l’écran et Fiction Contemporaine

    Alvaro Seica - 05.02.2015 - 15:17