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  1. Technics and Violence in Electronic Literature

    Technics and Violence in Electronic Literature

    Eric Dean Rasmussen - 22.02.2011 - 20:51

  2. Deeper into the Machine: The Future of Electronic Literature

    N. Katherine Hayles's keynote address for the 2002 State of the Arts Symposium at UCLA. Hayles identifies two generations of electronic literature: mainly text-based works produces in Storyspace and Hypercard until about 1995-1997, and second-generation works, mainly authored in Director, Flash, Shockwave and XML in years after that. She identifies second-generation works as "fully multimedia" and notes a move "deeper into the machine." She then reads a number of second-generation works in the context of their computational specificity.

    Publication note: Also published online in Culture Machine Vol. 5 (2003)

    Scott Rettberg - 30.05.2011 - 12:38

  3. Getting Your Hands on Electronic Literature: Exploring Tactile Fictions with the Reading Glove

    “Interactive narrative” is a loaded phrase that invokes different dreams for different populations of people. For new media theorists like Janet Murray (1) and Brenda (2) Laurel, it elicits visions of participatory stories enacted within immersive simulated “holodecks.” For theorists of hypertext and interactive fiction like Jay David Bolter (3) and Emily Short, (4) it suggests branching textual environments and rhizomatic tangles of linked lexia. For researchers in computer science and AI, it has manifested in simulations of believable human characters (5), and intelligent storytellers that direct the action in a simulated storyworld along desirable narrative paths (6). Within the digital games community, theorists like Henry Jenkins, (7) Celia Pearce, (8) and Jim Bizzocchi (9) suggest broad framings of narrative that allow it to infuse and enhance gameplay. Outside of academic research, interactive narrative conjures images of “Choose Your Own Adventure” novels, role-playing games, and improvisational theater.

    Patricia Tomaszek - 01.07.2013 - 17:57

  4. Growing Intimate With Monsters: Shelley Jackson’s Patchwork Girl and the Gothic Nature of Hypertext

    Described by Robert Coover as “perhaps the true paradigmatic work” of the “golden age” of hypertext literature, Shelley Jackson’s Patchwork Girl (1995) provides not only a rewriting of Mary Shelley’s Frankenstein (1818), but an opportunity to consider the ways in which the gothic as a genre serves to problematize the somatic dimension of our writing technologies. In its capacity to touch the reader directly, at the level of the nerves, tissues, and fibres of the body, Patchwork Girl recalls the debates concerning the affective force of the gothic novel, and, in particular, the threat it was thought to pose for women readers. The gothic, in this sense, emerges as the deep and unsettling recognition that the technological is the formative ground of subjectivity, the very condition of our becoming. What Jackson calls “the banished body,” the monstrous materiality of subjectivity, haunts not only the eighteenth-century faith in the powers of rational powers of intellection, but our own post-human dreams of transcendence.

    Jill Walker Rettberg - 06.07.2013 - 09:27