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  1. Actamedia – Artemídia e Cultura digital Simpósio Internacional de Artemídia e Cultura Digital

    O primeiro evento intitulado Acta Media foi um Ciclo de Atualização em Cultura Mediática que aconteceu em Maio de 2002, na Escola de Comunicações e Artes da USP, numa iniciativa do Departamento de Relações Publicas, Propaganda e Turismo. O ciclo almejava apresentar: “Uma série de palestras com profissionais de diversas áreas de produção em Comunicações, selecionadas com base na excelência do trabalho do autor e nas inovações apresentadas na concepção e na linguagem.

    Luciana Gattass - 30.10.2012 - 12:40

  2. Techno-historical Limits of the Interface: The Performance of Interactive Narrative Experiences

    This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.

    From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?

    In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest.

    Scott Rettberg - 13.12.2012 - 22:42

  3. From page to screen: placing hypertext fiction in an historical and contemporary context of print and electronic literary experiments

    Only recently has our perception of the computer, now a familiar and ubiquitous element of everyday life, changed from seeing it as a mere tool to regarding it as a medium for creative expression. Computer technologies such as multimedia and hypertext applications have sparked an active critical debate not only about the future of the book format, ("the late age of print" {Bolter} is only one term used to describe the shift away from traditional print media to new forms of electronic communication) but also about the future of literature. Hypertext Fiction is the most prominent of proposed electronic literary forms and strong claims have been made about it: it will radically alter concepts of text, author and reader, enable forms of non-linear writing closer to the associative working of the mind, and make possible reader interaction with the text on a level impossible in printed text. So far the debate that has attempted to put hypertext fiction into a historical perspective has linked it to two developments.

    Scott Rettberg - 13.12.2012 - 23:40

  4. Blending the Crossword with the Narrative: An Examination of the Storygame

    Interactive narrative cannot be understood as only literature or as only game, nor even as a combative relationship between the two. Narrative-oriented "games" are neither novel nor movie, but they are likewise significantly different beasts than conventional, competitive games. They rather draw elements from both. We will come to terms with the concept of the storygame by examining the historical role of games in stories and stories in games to come to understand how the two forms combined into the modern storygame, focusing on the key traits of interactivity and immersion.

    Scott Rettberg - 07.01.2013 - 22:47

  5. Blurring of Public and Private Space in New Media Art

    This paper seeks to address the discourse of the blurring of public and private space in new media art, specifically in Mouchette.org and Life Sharing by Eva and Franco Matteos. Both pieces utilize an understanding of the social systems inherent in new media art as a set of relations that require the user to complete. This system, dependant upon the relations that the user, the artist and the artwork creates a discourse on the concept of public and private space that is predicated on the notions of interactivity.

    (Source: Author's abstract from ELO 2008 Conference site)

    Jill Walker Rettberg - 07.01.2013 - 23:11

  6. The Madeleine Effect

    "The Madeleine Effect" is a digital story project, an artistic look at ways to incorporate a creative text based story in the linear format and language styling of a novel into the game world. 

    I believe that when a primarily text-based fiction story is created in a visual narrative medium, it can be utilized to prompt the user to act as a character. The user therefore may be guided to perform through a narrative. I am interested in looking at interactive fiction from the perspective of a writer aiming to invite meaningful interaction leading towards playful behaviors, or acting, on the part of the player. 

    "The Madeleine Effect" is a fiction story that is experienced through both digital and print media. The story interface aims to be interactive through the player's performance, which is demonstrated by inputting text into the story while playing a defined role. The interactivity in this project is focused at this time so as to more easily observe the ideas I am exploring. My hope is that this project will spur thought and conversation about ideas for increased interactivity and a more intelligent technical structure.

    Scott Rettberg - 08.01.2013 - 16:16

  7. Slamming the Sonnet

    Slamming the Sonnet is a website emerging from the collaborative partnership of Jayne Fenton Keane (poet) and David Keane (artist and programmer). It investigates the construction of virtual bodies by using Slam poetry as a device to explore implications of re-theorizing the role of authors in habitats of poetry that are made of technological flesh rather than processed tree matter.

    This site investigates alternative models of interactivity through engagement with a virtual body made of space, movement, sound and flesh. It becomes terra electra, replete with multiple species of texts, some of which evolve in direct response to the user's actions. It becomes a dismembered cyborg that becomes a part of you as you navigate through it; as your senses are seduced by its voices, breathing and gaze. In other words, it interacts with you beyond the computer screen; it infiltrates your body. It subverts identity and creates a hyperreal competition where everyone is given equal status in its time and space: dead or alive, famous or unknown.

    Scott Rettberg - 17.01.2013 - 23:12

  8. Art Focus for Technologies: Charm and Challenge

    Since the very beginning of art ‘techne’ has been a substantial part of ‘poeisis’. The complex technologies of today create a particularly compelling and provocative frame for expressing artistic ideas. Media/ techno/ hybrid art is currently one of the most promising kinds of art that enriches art with most recent developments in science, robotics, electronics, telecommunication and bio technologies. Interacting with the objects and whole environments, the viewer is empowered to relate to the works in multiple ways and is intuitively immersed into the problematic field of contemporary technological culture. The unique modes of sensory engagement, when visual perception is closely tied with auditory and tactile, suggest new paradigms of cognition and proprioception. While internationally the media arts practice is supported by wide range of industries and governmental institutes, in Russia the development of this field is still sporadic.

    Natalia Fedorova - 24.01.2013 - 18:47

  9. Mining the Arteroids Development Folder

    In September 2008 Jim Andrews shared with me the “Arteroids Development Folder:” a collection of drafts, versions, source files, and other materials that document the work that led to the publication of his “poetic shoot 'em up" Arteroids (http://www.vispo.com/arteroids/index.htm).

    Audun Andreassen - 03.04.2013 - 09:54

  10. A Cross-Medial Close Reading of Swedish Digital Poetry

    In the work with my thesis on digital poetry I aim to highlight the following three axes

    1) A theoretical reflection considering language in interaction with the visual and auditory modalities as well as an investigation of the relation between language and technical media, using theorists such as N. Katherine Hayles and Friedrich A. Kittler.

    2) An analytical, methodical approach, which investigates digital works of poetry and their intermedial relations and effects of meaning.

    3) Putting into perspective the historical concrete poetry and avant-garde movements – primarily from Scandinavia.

    Audun Andreassen - 10.04.2013 - 13:44

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