Search

Search content of the knowledge base.

The search found 25 results in 0.01 seconds.

Search results

  1. A White Paper of Information

    Also titled "Looking Backward: Visual Culture and Virtual Aesthetics, 1984-1998" -- the online essay presents a history of visual cultural, virtual aesthetics and visualization

    Scott Rettberg - 19.01.2013 - 17:48

  2. Geo-locative narratives and e-lit: A Literary Positioning

    At The MITH/ELO Symposium, guest speaker N. Katherine Hayles concluded her talk proposing that electronic literature needed to leave the limits and the realm of the screen. Her words proved an inspiration to our panel. The HERMENEIA Research Group (www.hermeneia.net) and the Centro Avanzado de Investigación en Inteligencia Artificial (CAVIIAR-the Advanced Research Center in Artificial Intelligence) subsequently proposed to the Spanish Department of Industry and Technology the generation of a literary space that would use the technologies foreseen as having the greatest social penetration: cellular telephony, personal computation, Web 2.0 and geographical positioning, i.e. a literary GPS.

    Audun Andreassen - 03.04.2013 - 15:23

  3. Speculation: An Alternate Reality Game

    Speculation is a science fiction game directed by Katherine Hayles, Patrick Jagoda, and Patrick LeMieux that explores the greed-driven culture of Wall Street investment banks and the 2008 global economic collapse. Speculation belongs to the genre of Alternate Reality Games (ARGs). ARGs are not bound by any single medium or hardware system. Instead, these games use the real world as their primary platform. ARGs incorporate a range of media, including text, video, audio, phone calls, email, social networks, original software, and even live performance. Their stories tend to be broken into discrete pieces that players actively rediscover, reconfigure, and influence through their actions. Player networks created around ARGs are inherently social and tend to include collective problem-solving and participatory storytelling.

    Scott Rettberg - 27.04.2013 - 23:01

  4. Hypertext, narrative, and consciousness

    This panel attempts to initiate a dialogue on the implications of hypertext between information theorists and literary theorists, writers of texts and designers of text systems. Though the panelists base their views on several years of practical work with hypertext in education, they are concerned with broader social and conceptual problems raised by this technology — its likely effect on the way we teach ourselves and others to understand texts and the way we use those texts to construct an orderly (or disorderly) world. It seems important to raise these issues at Hypertext '89 because hypertext is rapidly being recognized by humanists as a crucial and revolutionary enterprise. This recognition creates an opportunity for humanists and scientists to convene a productive dialogue which could have great significance both for hypertext and for the future of the humanities.

    (Source: ACM)

    Scott Rettberg - 29.06.2013 - 01:53

  5. 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

  6. Digital Games and Electronic Literature: Toward an Intersectional Analysis

    The line between electronic literature and digital games has started to blur more than ever. For example, Christine Love’s 2012 Analogue: A Hate Story can be read as a literary “story” that builds on the visual novel form. However, critic Leif Johnson (of IGN) reviewed Analogue as a “game-like experience” and even a “game” that “neatly sidesteps the label of mere ‘interactive fiction’ like Love’s other games thanks to some smart design choices.” Phill Cameron (of Eurogamer) describes Analogue repeatedly as a “game” and also reflects on its deviation from the “interactive fiction” category. The slippage between the language of fiction and games, in such mainstream reviews, reveals a fascinating taxonomic undecidability. Though Analogue’s “textual” focus makes it a natural boundary object between electronic literature and digital games, this tension extends to games that incorporate minimal text or even no text at all. In this presentation, I focus on Thatgamecompany’s third and most critically-acclaimed game, Journey, which was also released in 2012. In Journey, the player guides a mysterious robed avatar through a desert and up a mountain.

    Stig Andreassen - 25.09.2013 - 14:46

  7. Blind Spots: The Phantom Pain, The Helen Keller Simulator, and Disability in Games

    For the past thirty years, and especially since the popularization of real time 3D graphics processing in the mid-nineties, the computer and videogame industry has been caught up in a graphical arms race: a relentless and blind pursuit of ocularcentric spectacle culminating in the hypertrophy of the visual economy in games like Hideo Kojima’s Metal Gear 5: The Phantom Pain. Alongside this cinematic hypertrophy, a generation of players and designers have internalized the logic and codes of videogames to produce games and game practices which engage the non-visual conditions of the medium. These games have made use of atrophy and the attenuation of visual gameplay as a form of critical game design resulting in games like The Helen Keller Simulator, an unpopular internet meme that consists of a black (or blank) image with no audio, promoted as a first person videogame. While The Phantom Pain terminates in unplayable cutscenes, The Helen Keller Simulator deploys the restriction of vision to uncannily similar effect.

    Stig Andreassen - 25.09.2013 - 14:58

  8. ELMCIP Knowledge Base Seminar Authors Feedback session

    A session from the ELMCIP Electronic Literature Knowledge Base symposium at the University of Bergen, April 27, 2018, focused on results of a user survey.

    Scott Rettberg - 01.05.2018 - 23:44

  9. Algorithmic Invention

    In his 1966 essay “Rhétorique et enseignement,” Gérard Genette observes that literary studies did not always emphasize the reading of texts. Before the end of the nineteenth century, the study of literature revolved around the art of writing. Texts were not objects to interpret but models to imitate. The study of literature emphasized elocutio, or style and the arrangement of words. With the rise of literary history, academic reading approached texts as objects to be explained. Students learned to read in order to write essays (dissertations) where they analyzed texts according to prescribed methods. This new way of studying literature stressed dispositio, or the organization of ideas. Recent developments in information technology have further challenged paradigms for reading literature. Digital tools and resources allow for the study of large collections of texts using quantitative methods. Various computational methods of distant as well as close reading facilitate investigations into fundamental questions of the possibilities for literary creation. Technology has the potential for exploring inventio, or the finding of ideas that can be expressed through writing.

    Li Yi - 29.08.2018 - 15:27

  10. e-Loops in e-Lit: Mechanical Reflexive Reading

    Loops are mostly patterns: patterns based on a predetermined set of repetitions, and that allows for a recognizable sense of progression and movement. It is used and perceived as a structure whose impact on interpretation can be considerable. This presentation focuses on how the loop defined as a shape, a process and a pattern becomes a figure in contemporary electronic literature works and practices. I will investigate this particularity of digital writing by examining how loops condition reading and writing practices. How do e-loops revisit interpretation processes? More specifically, does the loop’s reflexivity echoes the electronic text it produces?

    Li Yi - 29.08.2018 - 15:48

Pages