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  1. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2011)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2011)

    Scott Rettberg - 22.02.2011 - 12:24

  2. Literatura Electrónica

    Weblog focused on electronic literature, digital art, and digital culture, featuring frequent reviews of works of electronic literature.

    Scott Rettberg - 14.04.2011 - 00:51

  3. Do the Domains of Literature and New Media Art Intersect? The Cases of Sonnetoid web projects by Vuk Ćosić and Teo Spiller

    Franco Moretti's notion of “distant reading” as a complementary concept to the “close reading”, which emerged alongside the computer based analysis and manipulation of texts, finds its mirror image in a sort of “distant” production of literary works – of a specific kind, of course. The paper considers the field, where literature and new media creativity intersect. Is there such a thing as literariness in “new media objects” (Manovich)? Next, by focusing on the three web sites that generate texts resembling and referring to sonnet form the paper asks the question about the new media sonnet and, a more general one, about the new media poetry. A mere negative answer to the two questions doesn't suffice, because it only postpones the unavoidable answer to the questions posed by existing new media artworks and other communication systems. Teo Spiller's Spam.sonnets can be viewed as an innovative solution to the question, how to find a viable balance between the author's control over the text and the text's openness to the reader-user's intervention.

    Eric Dean Rasmussen - 30.08.2011 - 11:59

  4. Creative Communities: Nooks, Niches, and Networks

    Creative Communities: Nooks, Niches, and Networks

    Eric Dean Rasmussen - 08.09.2011 - 16:38

  5. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2012)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2012)

    Patricia Tomaszek - 13.04.2012 - 15:14

  6. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2013)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2013)

    Elisabeth Nesheim - 04.02.2013 - 13:00

  7. Transdução: Processos de Transferência na Literatura e Arte Digitais

    Electronic Literature and Digital Art share many processes, themes, creative and theoretical guidelines. In this sense, I developed a critical framework that could resist to a hyperdisciplinary analysis and include one of the characteristics of this sharing pattern: the transfer and transformation processes. In order to recognize these processes I have done an approach of the transduction concept that could perform a theoretical migration on these aspects: the transducer function. Thus, the transducer function appears in the critical analysis of the works by Mark Z. Danielewski, Stuart Moulthrop, R. Luke DuBois and André Sier. The selected works are representative of the following genres: novel, hyperfiction, net.art and digital installation, drawing on phenomena and concerns resulting from the creative production within the digital culture. In this research I have enhanced mechanisms, patterns, languages and common grounds: authorship, user, cybertext, surface, hypertext, infoduct, interactivity, pixel, algorithm, code, programming, network, software and data. (Source: Author's abstract)

    Alvaro Seica - 15.08.2013 - 15:59

  8. The Transducer Function: An Introduction to a Theoretical Typology in Electronic Literature and Digital Art

    In this essay I introduce the notion of transducer function in the fields of electronic literature and digital art. Firstly, I survey the transduction concept throughout its history in such domains as physics, genetics, microbiology, biochemistry, physiology, psychology, philosophy, logic and computer science. Secondly, I discuss the relevance of a transduction theory versus the advantage of a transducer function. I migrate the transduction concept into the fields of electronic literature and digital art, showcasing the contexts of application, and several transfer processes and functions. Finally, I apply the transducer function as a theoretical typology and a recognizable system, highlighting some artworks by R. Luke DuBois, André Sier and Scott Rettberg that can be read within this framework. Thus, it means taking into account a set of transfer and conversion processes: information, patterns and data among mechanisms, technologies, themes, creative and theoretical guidelines. In this sense, I develop a critical framework that operates as a method for analyzing and comprehend further digital artworks.

    (Source: Author's Abstract)

    Alvaro Seica - 15.08.2013 - 16:38

  9. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2014)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2014)

    Alvaro Seica - 19.02.2014 - 10:10

  10. Paratext in Digital Culture: 
Is Paratext Becoming the Story? Pasts, Presents and Futures of Paratext in Digital Culture

    In December 2012, a one-day workshop "Exploring Paratexts in Digital Contexts" was organized at the University of Bergen by the Digital Culture Research Group. The point of departure of this first workshop was paratextual theory as it was first articulated by Gérard Genette in 1987 (Seuils / English translation Paratexts. Thresholds of Interpretation 1997). This event was followed by the book Examining Paratextual Theory and its Applications in Digital Culture edited by Nadine Desrochers and Daniel Apollon (IGI Global, forthcoming Summer 2014). These two initiatives have revealed a strong interest in the academic community for appraising the potential and limits of paratextual theory in digital culture.

    
The Digital Culture and Electronic Literature Research Groups at UiB organizes this follow-up workshop Paratext in Digital Culture: Is Paratext Becoming the Story? to share ongoing research on paratextual devices, functions and strategies in digital culture and brainstorm about new research opportunities. The participants will explore further how paratext and related concepts may contribute to a better understanding of the nature and function of digital objects.

    Alvaro Seica - 29.08.2014 - 09:37

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