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  1. ‘Grasp All, Lose All’: Raising Awareness Through Loss of Grasp in Seemingly Functional Interfaces

    From baroque proto-cybertexts to countercultural gestures by historical avant-gardes, there is a longstanding tradition of disruptive strategies used by artists at the interstices of societies’ demands for order, control, and functionalism. For the avant-gardes and their multiple artistic inf(l)ections, radical changes to the way sensory perception had come to be depicted since Modernism became a central part of their strategy. By placing an emphasis on the confluence between various arts and media, the innovative character of their proposals had much to do with the ways in which they were able to embrace notions that represented modernity, including concepts such as simultaneity, dynamics, motion, and the symbiosis between human and machine. In this manner, they sought to induce estrangement and defamiliarization by using seemingly functional mechanisms to raise awareness through the loss of grasp.

    Jill Walker Rettberg - 24.05.2022 - 20:55

  2. Theatricality in the midst of a pandemic: An assessment of artistic responses to COVID-19 pandemic in Zimbabwe

    This article examines theatre as a creative journalistic media deployed by theatre practitioners to map experiences of Zimbabweans during the COVID-19-induced lockdown. When the first positive case of COVID-19 was reported in March 2020, the Zimbabwe government, like many other countries, responded by introducing restrictions for public gatherings and ultimately a lockdown including arts events. Yet, theatricality has refused to capitulate. Artists re-invented their theatre productions into theatrical comic and satirical works posted on various social media platforms, in an effort to make sense of the pandemic, bring laughter and address a serious complex situation. We examine how artists deployed theatre to journal, capture and document the citizen’s collective experiences during the COVID-19 pandemic lockdown, for both the present and posterity. We are specifically interested in analysing the different ways art is deployed to provide entertainment, a broader understanding and awareness of the social, psychological and economic impact of COVID-19 for the present and future generations.

    Jill Walker Rettberg - 08.06.2022 - 23:36

  3. The Possibilities of Illness Narratives in Virtual Reality for Bodies at the Margins

    Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story in the patient-physician encounter. Contemporary scholarly work is mapping the growth of illness narrative forms from the traditional book to emerging digital-born narratives; however, there is limited research on the medium’s intersection with virtual reality (VR) technologies. Working with Marie-Laure Ryan’s theoretical framework of possible worlds theory, this paper explores the transformative potential of VR illness narratives for pathologized identities found when VR resists the call to fall into one of two categories: pure transhumanism where VR reality is emancipated from actual reality or an artificial experience that has no lasting effect on the self.

    Astrid Ensslin - 31.08.2022 - 13:39

  4. Developing a Choice-Based Digital Fiction for Body Image Bibliotherapy

    Body dissatisfaction is so common in the western world that it has become the norm, especially among women and girls. Writing New Body Worlds is a transdisciplinary research-creation project that aims to address these issues by developing an interactive digital fiction for body image bibliotherapy. It is created with the critical co-design participation of a group of young women and non-binary individuals (aged 18–25) from diverse backgrounds, who are representative of its intended audience. This article discusses how our participant research influenced the creative development of the digital fiction, its characters and its novel ludonarrative or story-game design. It theorizes how the specific affordances of a choice-based interactive narrative, that situates the reader-player in the mind of the fictional protagonist, may lead to enhanced empathic identification and agency and, therefore, a more profoundly immersive and potentially transformative experience.

    Astrid Ensslin - 31.08.2022 - 13:49

  5. Digital Literary Creative Practice and COVID-19

    Digital Literary Creative Practice and COVID-19

    David Wright - 22.02.2023 - 12:15

  6. Writing with the Australian Archive: Digital Posthuman Approaches to Australian Literature

    Writing with the Australian Archive: Digital Posthuman Approaches to Australian Literature

    David Wright - 29.08.2023 - 16:04

  7. Beyond Maximalism: Resolving the Novelistic Incompatibilities of Realism, Paranoia, Omniscience, and Encyclopedism through Electronic Literature

    Beyond Maximalism: Resolving the Novelistic Incompatibilities of Realism, Paranoia, Omniscience, and Encyclopedism through Electronic Literature

    David Wright - 27.10.2023 - 05:00