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  1. Poesin banar ny väg bland ettor och nollor

    Poesin banar ny väg bland ettor och nollor

    Patricia Tomaszek - 05.09.2012 - 20:05

  2. E-Learning and Literary Studies - Towards a New Culture of Teaching?

    The introduction of digital technologies into the learning processes has meant the creation of new educational spaces that, when they take place on the Internet and are founded in non-presence and asynchrony, are known as “Virtual Learning Environ- ments” (VLE). VLE constitute new pedagogic realities that must answer to the users’ needs, their educational purposes, the curricula with which they work and, specifically, the formative needs for the people that integrate them. But the key to define “virtual” in terms of human experience and not in terms of technological hardware is the concept of “presence,” which is crucial in our pedagogical model and our way of being comparative literature lecturers in a virtual university. Technologies are tools capable of building a learning frame, although it is necessary to endow them with contents and humanity. Different voices have warned of the sterility of a technological environment that does not have any pedagogic or didactic specificity (different from the traditional models). After all, learning is learning whether it has an ex- tra “e” or not, and so VLE are only as good or as bad as the ways they are used.

    Helene Helgeland - 06.09.2012 - 15:47

  3. Event-Sequences, Plots and Narration in Computer Games

    Opening with the debate between ludologists and narratologists this essay tries to show that there is a narrative aspect in computer games that has nothing to do with background stories and cut scenes. A closer analysis of two sequences, taken from the MMORPG Everquest II and the adventure game Black Mirror, is the basis for a distinction between three aspects of this kind of narrative in computer games: the sequence of activities of the player, the sequence of events as it is determined by the mechanics of the game and the sequence of events understood as a plot, that is as a sequence of (chronologically) ordered and causally linked events. This kind of narrative is quite remote from the proto- typical narrative serving as a source for most narratological considerations. All media and not only computer games therefore actually need their own narratology.

     Source: author's abstract

    Kristine Turøy - 06.09.2012 - 18:55

  4. Aya Karpinska and Daniel C. Howe

    This case study was originally prepared for, but does not appear in, New Directions in Digital Poetry (New York: Continuum, 2012); see http://newdirectionsindigitalpoetry.net

    Source: footnote 2 to the article

    Patricia Tomaszek - 06.09.2012 - 22:54

  5. Humor — Technology — Gender, Digital Language Art and Diabolic Poetics

    This essay argues that the poetic turn from nothing to form art tends to “diabolic”
    strategies in present language allowing for a self-referential presentation of cultural distinctions.
    This poetic deconstruction of symbolic forms such as man/machine, male/female,
    or 0/1 is closely related to humor and gender in cultural and artistic performances.
    This shall be illustrated by discussing two examples of language art in the fi eld of digital
    electronics: the interactive installation Die Amme by Peter Dittmer and female extension, a
    subversive net art project by Cornelia Sollfrank. These projects are interpreted as gendered
    forms of the poetic as comic self-observation.

    Source: author's abstract

    Hannelen Leirvåg - 07.09.2012 - 07:35

  6. Cybertext Poetics: The Critical Landscape of New Media Literary Theory, A Review

    Cybertext Poetics: The Critical Landscape of New Media Literary Theory, A Review

    Patricia Tomaszek - 09.09.2012 - 22:21

  7. V sieti strednej Európy: nielen o elektronickej literatúre: /In Central European Network: not only about electronic literature:/

    This international collective monograph brings an understanding of the problematic of changes in artistic communication in the context of the cultural practices of the post-digital era and simultaneously asks new questions about it. This book presents the keystones of electronic literature research that are based, among others, on the digital character of the text, on multisensory reading, playfulness, hypermediality, experimentation and Internet communication. Its aim is also to map digital literature in the cultural environment of Central Europe. Researchers from Slovakia, The Czech Republic, Poland, Slovenia and Croatia collaborated on the publication. The monograph is a printed textual tapestry of various approaches, theories and perspectives that communicate among themselves, react to each other and together clarify the structure that literature personifies in the new media realm.

    Contributions by Zuzana Husárová, Jana Kuzmíková, Gabriela Magová, Mira Nabělková, Andrzej Pająk, Katarina Peović Vuković, Mariusz Pisarski, Michal Rehúš a Jaroslav Šrank, Janez Strehovec, Bogumiła Suwara, Jaroslav Švelch

     

    Source: publisher's information

    Zuzana Husarova - 21.09.2012 - 20:42

  8. E-Borges: Stuart Moulthrop’s Victory Garden

    This essay analyses Stuart Moulthrop’s Victory Garden (1991), a singular hyperfiction within the context of hypertextual narratives released during the 90s. Taking into consideration the campus novel and anti-war novel themes, I focus my reading on the technological mediation of war and the intertextualization of Jorge Luis Borges’ short story “El Jardín de Senderos que se Bifurcan” (1941). Therefore, I argue that Victory Garden is an appropriation and recreation, via a digital medium, of several Borgesian motifs and his beloved metaliterary theme: the labyrinth.

    Jill Walker Rettberg - 24.09.2012 - 11:24

  9. Third Hand Plays: “automatype” by Daniel C. Howe

    Third Hand Plays: “automatype” by Daniel C. Howe

    Patricia Tomaszek - 03.10.2012 - 14:22

  10. Digital Fiction iPad Project: the Good and Bad Stuff

    A pratical discussion of the opportunities and challenges of developing digital narrative work for the iPad platform, published on the Netartery collaborative weblog.

    Scott Rettberg - 07.10.2012 - 20:56

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