Search

Search content of the knowledge base.

The search found 4 results in 0.094 seconds.

Search results

  1. Interview with Alan Bigelow

    Alan Bigelow tells in this interview how he started publishing online works of digital poetry around the year 1999 and where his inspirations for his work come from. Furthermore he explains why he chose to change from working with Flash to working with HTML5 and in which way this decision subsequently changed his way of writing. Then he considers the transition from printed books to digital literature from the point of view of the reader also in regards of the aesthetics of digital born literature. In the end he gives his opinion about the status of electronic literature in the academic field.

    Daniele GiampĂ  - 10.04.2015 - 10:11

  2. Motions in Digital Young Adult Literature

    The digital turn brings about not only changes in young adult literature considered as aesthetic artifacts and literary works but also changes in the perception and reception of the reader. Digital young adult literature is increasingly multimodal and interactive, and it integrates elements from game aesthetics. When young adult literature navigates between media, new analytical approaches are required to explore the way in which it operates among various aesthetic strategies and medialities and the way it affects the young adult reader. With this development it becomes essential to combine different fields of research, e.g. research in literature and media science; thus, the focus of this paper will be research in children’s literature in an intermedial perspective.

    Hannah Ackermans - 03.11.2015 - 11:13

  3. A Language Apparatus

    Through the creative projects Bodytext, Tower and Crosstalk the author explores how language and communication function in a hybridized context where human and machine are responsible for both the articulation and interpretation of texts. The dynamics of such a hybrid apparatus allow insights into how the making of meaning and its reception can be considered as a socio-technical system, with implications for how people are situated and instantiated.

    Bodytext, Tower and Crosstalk are language based digitally mediated performance installations. They each use progressive developments of generative and interpretative grammar systems. Bodytext (2010) was authored in Adobe Director and coded in Lingo and C++. Tower (2011) was developed with a bespoke large scale immersive virtual reality simulator and was coded in Python. Crosstalk (2014) was developed and coded in Processing.

    Hannah Ackermans - 14.11.2015 - 15:46

  4. Cave Gave Game: Subterranean Space as Videogame Place

    Jerz and Thomas identify our fascination with natural cave spaces, and then chart that fascination as it descends into digital realms, all in order to illustrate the importance of “the cave” as a metaphor for how we interact with our environment.

    (Source: http://electronicbookreview.com/thread/criticalecologies/cave)

    Malene Fonnes - 22.09.2017 - 10:31