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  1. The Strategy of Digital Modernism: Young-Hae Chang Heavy Industries's Dakota

    from Project MUSE: A prominent strategy in some of the most innovative electronic literature online is the appropriation and adaptation of literary modernism, what I call “digital modernism.” This essay introduces digital modernism by examining a work that exemplifies it: Dakota by Young-hae Chang Heavy Industries. I read this Flash-based work in relation to its literary inspiration: the authors claim that Dakota is “based on a close reading of Ezra Pound's Cantos part I and part II.” The authorial framework claims modernism’s cultural capital for electronic literature and encourages close reading of its text, but the work’s formal presentation of speeding, flashing text challenges such efforts. Reading Dakota as it reads Pound’s first two cantos exposes how modernism serves contemporary, digital literature by providing a model of how to “MAKE IT NEW” by renovating a literary past.

    Eric Dean Rasmussen - 14.02.2011 - 10:27

  2. Intermediation: The Pursuit of a Vision

    Twenty-first century literature is computational, from electronic works to print books created as digital files and printed by digital presses. To create an appropriate theoretical framework, the concept of intermediation is proposed, in which recursive feedback loops join human and digital cognizers to create emergent complexity. To illustrate, Michael Joyce's afternoon is compared and contrasted with his later Web work, Twelve Blue. Whereas afternoon has an aesthetic and interface that recall print practices, Twelve Blue takes its inspiration from the fluid exchanges of the Web. Twelve Blue instantiates intermediation by creating coherence not through linear sequences but by recursively cycling between associated images. Intermediation is further explored through Maria Mencia's digital art work and Judd Morrissey's The Jew's Daughter and its successor piece, The Error Engine, by Morrissey, Lori Talley, and Lutz Hamel.

    (Source: Project MUSE abstract)

    Eric Dean Rasmussen - 11.03.2011 - 10:27

  3. Don't Believe the Hype: Rereading Michael Joyce's Afternoon and Twelve Blue

    Don't Believe the Hype: Rereading Michael Joyce's Afternoon and Twelve Blue

    Eric Dean Rasmussen - 11.03.2011 - 12:40

  4. A Preliminary Poetics for Interactive Drama and Games

    Interactive drama has been discussed for a number of years as a new AI-based interactive experience (Laurel 1986; Bates 1992). While there has been substantial technical progress in building believable agents (Bates, Loyall, and Reilly 1992; Blumberg 1996, Hayes-Roth, van Gent, and Huber 1996), and some technical progress in interactive plot (Weyhrauch 1997), no work has yet been completed that combines plot and character into a full-fledged dramatic experience. The game industry has been producing plot-based interactive experiences (adventure games) since the beginning of the industry, but only a few of them (such as The Last Express) begin to approach the status of interactive drama. Part of the difficulty in achieving interactive drama is due to the lack of a theoretical framework guiding the exploration of the technological and design issues surrounding interactive drama. This paper proposes a theory of interactive drama based on Aristotle's dramatic theory, but modified to address the interactivity added by player agency.

    Scott Rettberg - 25.06.2013 - 14:39

  5. Engineering stories? A narratological approach to children’s book apps

    With the rise of smartphones and tablet pcs, children’s book apps have emerged as a new type of children’s media. While some of them are based on popular children’s books such as Mo Willems’ Pigeon books or Beatrix Potter’s Peter Rabbit, others were specifically designed as apps. This paper focuses on examining book apps under the aspects of implied user strategies and narrative structure. Using a narratological framework that also takes into account the unique characteristics of the medium, a terminology for the analysis of book apps will be sketched out. Furthermore, an exemplary analysis of iOS book apps for pre- and grade school children comes to the conclusion that, far from offering the child users room for individual creativity, a large number of apps rather train their users in following prescribed paths of reading.

    (Contains references to more creative works than currently registered:

    Jill Walker Rettberg - 29.04.2014 - 06:24