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  1. "mar puro”: An Interview with Aya Karpinska

    An interview on spatiality and three dimensional electronic literature

    Patricia Tomaszek - 05.05.2011 - 15:13

  2. The Nihilanth: Immersivity in a First-Person Gaming Mod

    The Nihilanth: Immersivity in a First-Person Gaming Mod

    Rita Raley - 05.05.2011 - 15:28

  3. An Interview with John Cayley on "Torus"

    An Interview with John Cayley on "Torus"

    Patricia Tomaszek - 05.05.2011 - 16:20

  4. Immersion versus Interactivity: Virtual Reality and Literary Theory

    Virtual Reality has been defined as an "interactive, immersive experience generated by computer " (Pimentel and Texeira).This paper investigates the possibility of the literary implementation of these two dimensions. While immersion plays an important role in theories of fiction based on the concept of possible world and of game of make-believe, it presupposes a transparency of the medium that goes against the grain of postmodern aesthetics. Postmodern literature emulates the interactive aspect of VR in a metaphorical way through self-reflexivity, and in a more literal way through hypertext, but both of these attempts involve the sacrifice of the pleasure derived from immersion. In computer-generated VR, by contrast, immersion and interactivity do not stand in conflict but support each other. The difference in behavior between VR and literature is seen to reside in the participation of the body. While textual worlds are created through a purely mental semiotic activity which presupposes an external point of view, the worlds of VR are created from within through an activity both mental and physical.

    Scott Rettberg - 19.05.2011 - 17:09

  5. The Gravity of the Leaf: Phenomenologies of Literary Inscription in Media-Constituted Diegetic Worlds

    John Cayley reports on writing and the practice of literary art in the immersive 3D audio-visual environment of the Cave at Brown University, addressing the use of text-as-surface in a three-dimensional space. He develops a conception of new media as “complex surfaces” based on Cave writing courses to confront the relationship between language and embodiment, language and materiality—always attempting to develop a specific literary aesthetics.

    (Source: Beyond the Screen, introduction by Jörgen Schäfer and Peter Gendolla)

    Scott Rettberg - 23.05.2011 - 15:10

  6. Hyperlinking in 3D Interactive, Multimedia Performances

    Dene Grigar discusses ways in which hyperlinks are utilized in three-dimensional multimedia performance works that offer a narrative or poetic focus. In the new spaces of three-dimensional performance environments, hyperlinking can be incorporated as a performative element into the work and therefore always makes a purposeful act necessary for the performance to unfold. Grigar argues that hyperlinking may denote a change of scene, the progression of a poem’s instantiation or the evocation of musical notes comprising a composition.

    (Source: Beyond the Screen, introduction by Jörgen Schäfer and Peter Gendolla)

    Scott Rettberg - 23.05.2011 - 15:36

  7. Cavewriting

    Push aside the thick, dark curtain, step across the cables on the floor and you'll find yourself standing on a white floor with white screens in front of you and to each of your sides. Above you are projectors and speakers. You're given a pair of goggles and a glove. You put them on and wait for Screen to begin. The space darkens. A voice begins to read: "In a world of illusions, we hold ourselves in place by memories." In the dark there is nothing for you to do but listen.

    Screen is a literary work that can only be experienced in a Cave. In a Cave, images -- or in the case of Screen, words -- are projected on all three walls and on the floor. When you stand in the Cave wearing goggles, you experience the projected images as a three dimensional space in which you can move around. The goggles and glove allow the Cave to track your position, so you can control the environment by moving your body and your hand.

    Light over the sill of an unshaded
    bedroom window, into a woman's eyes.
    She turns away, slips half back under sleep.

    Scott Rettberg - 28.01.2013 - 00:51

  8. Digital Word in a Palm: Digital Poetry between Reading and immersive Bodily Experience

    Poetry’s traditional role as the lyric atmospheres and projective saying provider is fundamentally being challenged by information technologies that are able to create their own particular atmospheres, new ways of user related text organization, and novel generations of hybrid and artificial languages. Novel textual practices are emerging in which presentation, linear way of narrative, depths, and meaning are being replaced with liquid textscape, blog- based remixability, the multi-sensuous textscape experience and special effects (e.g. Amy Alexander’s VJ shows featuring text-based visuals generated live from Internet engines queries). Text is undergoing radical shifts in its nature addressing both the author and the reader; within a new media paradigm we are facing the digital verbal with the new properties, which allow people to write, read, communicate, learn, explore and create in novel ways.

    Scott Rettberg - 30.01.2013 - 21:52

  9. E-Pressing e-Literature Into The Future: The New Modalities of Publishing, 1914-2014

    The Electronic University Press (EUP) uses digital media forums, tracking systems and databases through the submission, peer-review, editorial, and distribution/promotion phases of a work. Both its catalog and the portal itself serve as a hub for e-literature, en-visioning how multimodal works may be most effectively reviewed and promoted. The goal is to realize new possibilities for literature and scholarship beyond the traditional monograph by offering more active participation from users and more flexibility and inclusiveness for scholars and reviewers. It also offers a, much needed, legitimacy to new forms of scholarship that use electronic visual and sonic media as the literary meaning, or databases, digital interfaces, and multimedia design as crucial elements of the literary or scholarly content. The rise of electronic publishing options are changing the constraints on writing with digital media. The EUP serves as a response to these difficulties by fostering monograph-equivalent digital works that use new digital formats and by building an infrastructure that aids in the evaluation of such works. EUP: Committed to E-Literature. (Source Author Abstract)

    Sumeya Hassan - 19.02.2015 - 15:18

  10. Cave

    The Cave may be considered as an actual existing epitome of media, that is, “new” and “digital” media. Despite the proliferation of 3D stereo graphics as applied to film fi and games, the experience of immersion is still novel and powerful. Potentially and in theory, the Cave simulates human experience in an artificial fi environment that is socalled virtually real. Moreover, because of its association with computational, programmabledevices, anything— any message or media— can be represented within the Cave in the guise of real-seeming things. Caves could and, in fact, have allowed for the exploration of textual—indeed, literary—phenomena in such artificial fi environments. Caves have been intermittently employed for works of digital art, but uniquely, at Brown University, thanks to the pioneering efforts ff of postmodern novelist Robert Coover, there has been an extended pedagogical and research project of this institution’s Literary Arts Department to investigate, since 2001, the question of what it might mean to write in and for such an environment.

    Sumeya Hassan - 06.05.2015 - 19:51