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  1. Computers, Cut-ups and Combinatory Volvelles: An Archaeology of Text-generating Mechanisms

    Computers, Cut-ups and Combinatory Volvelles: An Archaeology of Text-generating Mechanisms

    Patricia Tomaszek - 24.02.2011 - 11:26

  2. Interpoesia: Le Debut de L’ecriture en Expansion

    La technologie, en tant qu’ensemble des connaissances techniques et scientifiques de l’humanité, devient un des acteurs majeurs de transformation et de multiplicité de l’écriture humaine. Au travers de ma production englobant les travaux : Interpoesia – Interpoésie –, Looppoesia, Poesia Café – Poésie Café, et Quando assim Termino o Nunca – Quand ainsi je finis le jamais... –, cette étude-ci signale quelques étapes qui par l’exercice poétique, et en raison de mon rapport avec Phillipe Bootz dans le collectif Transitoire Observable, m’ont fait envisager le besoin de commencer à créer un concept qui comprend l’écriture en expansion et son ambiance. La description de ces phénomènes relève de mon expérience en tant que poète de la technologie digital aussi bien que de mon contact fréquent avec la programmation comme écriture. Cette étude se justifie encore par l’avis d’autres poètes dont les oeuvres posent des questions dans le même domaine, et qui sont devenus mes amis depuis que j’ai commencé ma création dans le champ de la poésie numérique.

    Luciana Gattass - 23.10.2012 - 14:43

  3. Interpoesia: o Inicio da Escritura Expandida

    Tive a idéia de escrever este trabalho a partir da necessidade de registrar alguns aspectos conceituais relevantes da produção poética dos meios digitais, desde que Philadelpho Meneses e eu concebemos o Interpoesia e o lançamos em formato de CD-ROM no ano de 2000, na Universidade Presbiteriana Mackenzie, na I mostra Interpoesia. Para evitar as “pirotecnias de performance”, como diria Paulo Leminski, este trabalho pretende apontar minha trajetória na produção de conteúdo analítico e teórico que chamei de Poética das Hipermídias, caminho decorrente de um fazer desde a criação do conceito do termo Interpoesia. Assim, a continuidade desta pesquisa e da práxis na produção hipermidiática se fixam como ponto importante no cenário da produção poética brasileira que utiliza suporte digital.

    Luciana Gattass - 23.10.2012 - 15:03

  4. Travels in Cybertextuality. The Challenge of Ergodic Literature and Ludology to Literary Theory

    The dissertation’s main point of departure is the clash between explicit and implicit presuppositions, conceptualisations and generalisations in print-oriented literary theoretical paradigms and a plenitude of empirically verifiable anomalies and counter-examples to them found in digital and ergodic works of literature. The behaviour of these counter-examples is explained by cybertext theory that addresses the often neglected issue of the variety of literary media. Both the empirical counter-examples and the empirically verifiable differences in the behaviour of literary media allow us to expand and modify literary theories to suit not just one traditionally privileged media position but all of them. Therefore, in the first half of the dissertation, literary theory and narratology are viewed and modified from the perspective of slightly revised cybertext theory. In this process theories of ergodic and non-ergodic literature are integrated more closely and several so far non-theorized ways of manipulating narrative time, regulating narrative information, and generating narrative instances are located and theorized.

    Scott Rettberg - 13.12.2012 - 21:45

  5. Techno-historical Limits of the Interface: The Performance of Interactive Narrative Experiences

    This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.

    From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?

    In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest.

    Scott Rettberg - 13.12.2012 - 22:42

  6. Písanie v interaktívnych médiách. Digitálna fikcia /Writing in the Interactive Media. Digital Fiction

    The subject of the thesis is to introduce and contextualise the possibilities of writing in the interactive media as well as to study the literary art of interactive media in the Anglophone area. One of the attributes of the contemporary art pieces of interactive media is their intermedial character; the authors often link text, image and sound to introduce the fictional world. The aim of the thesis is on one hand to refer to the questions that are not new but have appeared in new circumstances due to the digital format and internet and on the other hand to refer to the questions typical for the digital fiction research. The research concentrates on the digital fiction – a digital piece written in a computer programme, in which the author offers a fictional world. The thesis addresses several aspects of digital fiction, whose combination indicates its characteristic status within the group of digital art – fragmentarity of narrative, multilinearity, interactivity, performativity, dynamics, intermediality and the principles of game and play.

    Zuzana Husarova - 28.06.2013 - 14:46