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Mimesis: An Integrated Social Networking Application and Computer Game for Exploring Social Discrimination
Game characters and social networking profiles potentially can be used to help people better
understand others’ experiences. However, merely customizing graphical representations and text
fields is insufficient to convey actual identity experiences. As a step toward conveying richer
identity experiences, we implemented an interactive narrative game for iOS called Mimesis to
allow players to explore identity phenomena associated with discrimination. Mimesis is an
outcome of the NSF-supported Advanced Identity Representation (AIR) Project (Harrell,
Principal Investigator) to develop new computational identity technologies informed by theories
of cognitive categorization and social classification. An ICE Lab interactive narrative platform
called GeNIE is used to implement the game. We propose to present and discuss Mimesis.(Source: Author's abstract, 2012 ELO Conference site)
Eric Dean Rasmussen - 20.06.2012 - 15:10
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"A Machine Made of Words by a Machine Made of Numbers"- Authorial Presence in Niemi’s Stud Poetry
Primary Text: Marko Niemi’s Stud Poetry, a demo of which would run during the presentation.
The paper opens with a brief discussion of the inherently conservative nature of the ELO’s definition of electronic-literature and the critical tendencies which this encourages. It has a strong focus on those critics who identify the forms which electronic literature has taken as an extension of modernist experimentation in the Twentieth Century, while disregarding the new possibilities which programmable media furnishes the poet with.
These possibilities are manifest in Niemi’s Stud Poetry, a text which has been consistently overlooked since its publication, perhaps because it presents a challenge to the dominant critical trends. Stud Poetry cannot fully be understood in terms of print-based modernist experimentation, Dada or Burroughs, because it would be impossible to achieve without a computer program. Niemi wrote the code which ‘writes’ each poem/game.
Jill Walker Rettberg - 23.08.2013 - 12:24
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Captivating Choices: Reconciling Agency and Immersion
Captivating Choices: Reconciling Agency and Immersion was a presentation held at the 2012 ELO conference under the category: Games, Algorithms and Processes
Ole Samdal - 24.11.2019 - 19:26