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  1. Toward Understanding Real-World Social Impacts of Avatars

    Many digital narratives feature avatars onto which we project our agency, aspirations, and biases – consciously and unconsciously. This paper presents two projects towards understanding why we construct the avatars that we do and how these avatars impact us. The upshot is that electronic literature authors should take constructing avatars in digital systems seriously since they can potentially reinforce real-world stereotypes.

    The first project consists of a system called AIRvatar (named for the Advanced Identity Representation), which is an avatar constructor for collecting analytical data such as mouse-click events and the amount of time spent in the different parts of the menu.

    Hannah Ackermans - 27.11.2015 - 15:05

  2. Digital Games: The New Frontier of Postmodern Detective Fiction

    The tropes of the detective genre have been challenged, subverted, re-appropriated by authors such as Jorge Luis Borges, Robert Coover, Thomas Pynchon, or Paul Auster, establishing what could be considered a new strain of postmodern detective fiction. In these stories, solving the case is not central to the story, and what the detective searches transforms or is derailed by becoming a discovery of something completely different. In some cases, the detective, along with the reader, explores an encyclopedic space in such a way that these stories have already been connected to hypertextual literature (Rosello 1994).

    Hannah Ackermans - 27.11.2015 - 15:09

  3. The Challenge of Visuality for Electronic Literature

    Whilst there may be aesthetic tropes within digital media, there is no universally accepted authority within contemporary culture nor is there an easy mutual acceptance of what is “right and proper” or indeed legitimate outside the now virtue of being popular and well followed. Indeed the now bodily distanced and disinhibited digital citizen frequently demonstrates a palpable distain for the elite and pretentious (1). Considering this, any community with Literature in its name may have an identity problem; literariness still pertains to an elevated quality of artistic or intellectual merit and is thus counter to popular cultural production. In addition, mainstream culture has successfully commoditized many counter-cultural communities (2). Electronic Literature has arguably not been through such commodification processes, and the question of interest is why not? To that extent this paper seeks to explore possible answers.

    Hannah Ackermans - 28.11.2015 - 14:33

  4. Electronic Literature as an approaching tool to emerging ways of reading

    What is reading? As a transitive verb, and in the strict action, it is to pass the view by the signs that we recognize from our mother tongue, written in a text to understand them and turn them into sounds. The act of reading goes beyond the interpretation of an inherited code. Reading is a cognitive visual/motor activity and meaningful of reality. 

    When we read a text, our thinking manages a bunch of received information that little by little it is organizing according to its maturity, experience, cognitive processes, intuition and conceptualization. The order in which it happens does not matter. What is important is the fact that when it is read, the construction and appropriation of both historical and a-historical concepts is happening. But, what happens when we read Electronic Literature? 

    Technology, following the proposal of Marshall McLujan, is an extension of our own body. For that matter, clothing is an extension of our skin. The shoes are an extension of our feet. 

    June Hovdenakk - 03.10.2018 - 15:21