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Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing
Reading Digital Literature: Surface, Data, Interaction, and Expressive Processing
Eric Dean Rasmussen - 10.03.2011 - 13:58
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Intermediation: The Pursuit of a Vision
Twenty-first century literature is computational, from electronic works to print books created as digital files and printed by digital presses. To create an appropriate theoretical framework, the concept of intermediation is proposed, in which recursive feedback loops join human and digital cognizers to create emergent complexity. To illustrate, Michael Joyce's afternoon is compared and contrasted with his later Web work, Twelve Blue. Whereas afternoon has an aesthetic and interface that recall print practices, Twelve Blue takes its inspiration from the fluid exchanges of the Web. Twelve Blue instantiates intermediation by creating coherence not through linear sequences but by recursively cycling between associated images. Intermediation is further explored through Maria Mencia's digital art work and Judd Morrissey's The Jew's Daughter and its successor piece, The Error Engine, by Morrissey, Lori Talley, and Lutz Hamel.
(Source: Project MUSE abstract)
Eric Dean Rasmussen - 11.03.2011 - 10:27
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Don't Believe the Hype: Rereading Michael Joyce's Afternoon and Twelve Blue
Don't Believe the Hype: Rereading Michael Joyce's Afternoon and Twelve Blue
Eric Dean Rasmussen - 11.03.2011 - 12:40
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Stitch Bitch: the Patchwork Girl
It has come to my attention that a young woman claiming to be the author of my being has been making appearances under the name of Shelley Jackson. It seems you have even invited her to speak tonight, under the misapprehension that she exists, that she is something besides a parasite, a sort of engorged and loathsome tick hanging off my side. May I say that I find this an extraordinary impertinence, and that if she would like to come forward, we shall soon see who is the author of whom.
Well? Well?
Very well.
I expect there are some of you who still think I am Shelley Jackson, author of a hypertext about an imaginary monster, the patchwork girl Mary Shelley made after her first-born ran amok. No, I am the monster herself, and it is Shelley Jackson who is imaginary, or so it would appear, since she always vanishes when I turn up. You can call me Shelley Shelley if you like, daughter of Mary Shelley, author of the following, entitled: Stitch Bitch: or, Shelley Jackson, that imposter, I'm going to get her.
Eric Dean Rasmussen - 14.03.2011 - 20:58
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The Unsatisfied Reading
The Unsatisfied Reading
Eric Dean Rasmussen - 23.03.2011 - 13:32
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How to Read Words in Digital Literature
How to Read Words in Digital Literature
Eric Dean Rasmussen - 23.03.2011 - 14:17
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Textual Material in the Digital Medium
Textual Material in the Digital Medium
Eric Dean Rasmussen - 23.03.2011 - 14:31
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Responses to "On Reading 300 Works of Electronic Literature: Preliminary Reflections"
Responses to "On Reading 300 Works of Electronic Literature: Preliminary Reflections"
Eric Dean Rasmussen - 31.08.2011 - 16:22
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Seven Types of Interface in the Electronic Literature Collection Volume Two
Seven Types of Interface in the Electronic Literature Collection Volume Two
Eric Dean Rasmussen - 05.10.2011 - 10:16
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Slow Games, Slow Poems: The Act of Deliberation in "Slow Year"
“Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
essential differences between videogames and other forms of expressive culture, such as
literature, photography, and cinema. But what about videogames in which action looks like
inaction? What about videogames in which action means sitting still? What about a videogame
that purports to be less a game and more a meditation—a work of literature? In this paper
I explore a prominent yet remarkably understudied example of a slow game—a game that
questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, anEric Dean Rasmussen - 21.06.2012 - 12:55