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  1. Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres

    While literature in computer-based and networked media has so far been experienced by looking at the computer screen and by using keyboard and mouse, nowadays human-machine interactions are organized by considerably more complex interfaces. Consequently, this book focuses on literary processes in interactive installations, locative narratives and immersive environments, in which active engagement and bodily interaction is required from the reader to perceive the literary text. The contributions from internationally renowned scholars analyze how literary structures, interfaces and genres change, and how transitory aesthetic experiences can be documented, archived and edited.

    Patricia Tomaszek - 17.09.2010 - 17:19

  2. Reveal Codes: Hypertext and Performance

    Reveal Codes: Hypertext and Performance

    Eric Dean Rasmussen - 14.03.2011 - 11:24

  3. A New "Gospel of the Three Dimensions": Expanding the Boundaries of Digital Literature in Jörgen Schäfer and Peter Gendolla's Beyond the Screen

    A review of Beyond the Screen: Transformations of Literary Structures, Interfaces and Genres, edited by Peter Gendolla and Jörgen Schäfer.

    Patricia Tomaszek - 21.01.2012 - 22:53

  4. Performances Of Writing In The Age Of Digital Transliteration

    SUMMARY

     

    This paper addresses and attempts a reconfiguration of the theory and practice of writing (and/or language art) in networked and programmable media (hereafter, in this abstract, abbreviated as "npm").

    A number of problems provoke the paper's arguments, problems and concerns which arise from the current practice of language art in npm :

    - the problematic (non-)engagement of language artists (poets) with text-making in npm

    - the (non-)engagement of visual, cinematic, audio-visual artists (especially those who are currently working in npm) with practicing language artists

    - the identification of those characteristic of textuality which are proper to npm (this involves a critique of hypertext, when hypertext is seen as a definitive or determinative genre in npm ) and the relationship of these characteristics to demonstrable language art practice

    - the (mis-)assimilation by established literary culture of rhetorical technologies which are emergent in npm.

    Thus, while the paper's arguments are theoretical or expository, there is also an underlying agenda, which might be expressed in a more polemical fashion:

    Jill Walker Rettberg - 15.10.2012 - 14:43

  5. O Sujeito-Projeto: Metaperformance e Endoestética

    O Sujeito-Projeto: Metaperformance e Endoestética

    Luciana Gattass - 22.10.2012 - 17:02

  6. Speculation: An Alternate Reality Game

    Speculation is a science fiction game directed by Katherine Hayles, Patrick Jagoda, and Patrick LeMieux that explores the greed-driven culture of Wall Street investment banks and the 2008 global economic collapse. Speculation belongs to the genre of Alternate Reality Games (ARGs). ARGs are not bound by any single medium or hardware system. Instead, these games use the real world as their primary platform. ARGs incorporate a range of media, including text, video, audio, phone calls, email, social networks, original software, and even live performance. Their stories tend to be broken into discrete pieces that players actively rediscover, reconfigure, and influence through their actions. Player networks created around ARGs are inherently social and tend to include collective problem-solving and participatory storytelling.

    Scott Rettberg - 27.04.2013 - 23:01

  7. On Writing & Digital Media (Performance Research 18:5)

    This issue of Performance Research will enfold an understanding of digital text within the context of performance studies, ordinary language philosophy and speech act theory, integrational linguistics, the performance of self and gender, and performance writing. In other words, we will be looking at the different modes of performance as they are manifest across the whole digital apparatus (dispositif). This includes machinic performance, the performance of codes and scripting, the performativity of language itself on the screen, the semiotics of the click, interactivity between digital language and the body, and how digital texts ‘perform’ us as social beings.

    (Source: Description from Performance Research website)

    Scott Rettberg - 15.10.2013 - 12:58

  8. The Tribulations of Adventure Games: Integrating Story into Simulation Through Performance

    This dissertation aims at positioning adventure games in game studies, by describing their formal aspects and how they have integrated game design with stories. The adventure game genre includes text adventures (also known as interactive fiction), graphical text adventures, and graphic adventures, also referred to as point-and-click adventure games. Adventure games have been the first videogames to evidence the difficulty of reconciling games and stories, an already controversial topic in game studies. An adventure game is a simulation, the intersection between the rule system of the game and its fictional world. The simulation becomes a performance space for the player. The simulation establishes how the player can interact with the world of the game. The simulated world integrates a series of concatenated puzzles, which structure the performance of the player. Solving the puzzles thus means advancing in the story of the game. The integration of the story with the simulation is done through the performance of the player.

    Jill Walker Rettberg - 25.04.2014 - 05:16

  9. Live/Archive: Occupy MLA

    More than other netprovs, Occupy MLA [OMLA] lays bare the ethical and performative capacities of the genre. Both a live performance and an enduring if volatile media artifact, OMLA leaves "data contrails": digital traces of real-time reader participation that slowly decay and become less coherent over time. This decay creates an enduring performance record that distorts the live experience of it. In this essay, the shareable, spreadable and appropriative aspects of netprov as a "born digital" live reading/writing interface are considered. The sheer volume of OMLA's tweets and its installation as time-based art create a primary text whose "primacy" is functionally impossible. Part one of the essay examines how and why OMLA's 3000-tweet archive, #OMLA hashtag, and abundant paraphrastic materials actually take readers further from the live experience rather than closer in.

    Kathi Inman Berens - 19.09.2014 - 16:45

  10. Writing Coastlines: Locating Narrative Resonance in Transatlantic Communications Networks

    The term ‘writing coastlines’ implies a double meaning. The word ‘writing’ refers both to the act of writing and to that which is written. The act of writing translates aural, physical, mental and digital processes into marks, actions, utterances, and speech-acts. The intelligibility of that which is written is intertwined with both the context of its production and of its consumption. The term ‘writing coastlines’ may refer to writing about coastlines, but the coastlines themselves are also writing insofar as they are translating physical processes into marks and actions. Coastlines are the shifting terrains where land and water meet, always neither land nor water and always both. The physical processes enacted by waves and winds may result in marks and actions associated with both erosion and accretion. Writing coastlines are edges, ledges, legible lines caught in the double bind of simultaneously writing and erasing. These in-between places are liminal spaces, both points of departure and sites of exchange. One coastline implies another, implores a far shore. The dialogue implied by this entreaty intrigues me.

    J. R. Carpenter - 22.11.2014 - 21:44

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