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  1. Animal, Vegetable, Digital: Experiments in New Media Aesthetics and Environmental Poetics

    In Animal, Vegetable, Digital, Elizabeth Swanstrom makes a confident and spirited argument for the use of digital art in support of ameliorating human engagement with the environment and suggests a four-part framework for analyzing and discussing such applications.
     
    Through close readings of a panoply of texts, artworks, and cultural artifacts, Swanstrom demonstrates that the division popular culture has for decades observed between nature and technology is artificial. Not only is digital technology not necessarily a brick in the road to a dystopian future of environmental disaster, but digital art forms can be a revivifying bridge that returns people to a more immediate relationship to nature as well as their own embodied selves.
     

    Scott Rettberg - 08.06.2018 - 09:12

  2. Space and Landscape in Hearts and Minds: The Interrogation Project – Uncomfortable Proximities

    This article focuses on the panoramic digital work Hearts and Minds: The Interrogations Project, and examines how it uses immersive audiovisual experience to examine the relationship between narrative memory, space and landscape. It argues that the spatial aesthetic of the work forces the audience members, the artists, and the narrators to interrogate their own conflicted positions in relation to the narratives of military power and torture. Hearts and Minds engages with visual perspective and space, and focalization through individual human voices, to consider agency, victimhood, witnessing and trauma, and does this in a manner that denies its audience a detached position from which to observe the events set in its digitally created environment.

    Anna Nacher - 08.04.2019 - 20:41

  3. Electronic Literature, or Whatever It’s Called Now: the Archive and the Field

    The umbrella term ‘electronic literature’ arches broadly over a multitude of digital art forms, so long as they satisfy the criteria ‘electronic’, and ‘literature’. However, it is this paper’s primary contention that the extent of the term’s coverage is delimited by whatever has already been archived. Understandings of what constitute ‘literature’ and the ‘literary’ are manifold and include concepts of the letterary (also as in ‘belles lettres’), the poetic, the lyrical – but also, the canonical, and the institutional. This paper will argue that that which can now be pointed to by literary and digital humanities scholars, and called ‘electronic literature’, is in large part only recognisable because archivisation has been used in its regard as an instrument for institutionalisation and canon-creation. This body of work is also only findable because archivisation has preserved it, faced as it is with the constant threats of platform erosion, and obsolescence sooner rather than later. Archivisation is therefore both a problem of media, and a problem of selection.

    Vian Rasheed - 12.11.2019 - 03:35

  4. Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2020)

    Digital Genres: Digital Art, Electronic Literature, and Computer Games (DIKULT 103, Spring 2020)

    Hannah Ackermans - 12.02.2020 - 16:15

  5. Spring 2020 Editors’ Note

    In some ways, the COVID-19 pandemic brought us closer to the mission of The New River, even as it pushed our meetings apart. Since the beginning, The New River has dedicated a platform to emerging and established artists working at the intersection of digital art and literature. Excellent execution has always been one of our top priorities, along with innovative ideas and user-friendly engagement. We aim to challenge passive readership—a symptom of overindulgent screen time and existential Googling. The artists we have selected for the Spring 2020 issue of The New River compliment this vision and complicate the questions “what is art?” and “who is it for?”

    Lucila Mayol Pohl - 08.10.2020 - 11:03

  6. Investigação-Experimentação-Criação: em Arte-Ciência-Tecnologia

    Neste segundo volume da renovada coleção CIBERTEXTUALIDADES, dedicado à Investigação-Experimentação-Criação, no eixo Arte-Ciência-Tecnologia, reúnem-se especialistas de diferentes áreas do conhecimento, com reconhecido currículo científico e/ou artístico a nível nacional e internacional, e promovendo uma multiplicidade de abordagens, tão inovadoras e arrojadas quanto rigorosas e atentas. Não defendendo que as três componentes que serviram de mote a este volume sejam completamente indistinguíveis, a maleabilidade e o diálogo afirmaram-se, contudo, como critérios definidores para a estruturação do mesmo. Assumindo-se o esbatimento de fronteiras naturalmente existente entre os eixos apontados, os ensaios / poemas (visuais) / resenhas artísticas aqui reproduzidos distinguem-se, acima de tudo, pela sua natureza autorreflexiva e pelo seu cariz marcadamente multi/inter/trans e, por vezes, até mesmo, antidisciplinar.

    Rui Torres - 21.02.2021 - 21:12

  7. Salon 5: June 12, 2020: E-Lit In the Wild

    Rather than taking a lit-crit approach to a single piece of e-literature, we used this session to collect and discuss “e-lit in the wild”: works that we have found that often don’t have ties to the academic or artistic circles we traditionally look to for electronic literature. We created a Google Doc list of works we have come across that make interesting artistic and narrative uses of digital spaces, including customer reviews of products, interactive web comics, online bulletin boards, Reddit users, indie games and more.

     

    Hannah Ackermans - 24.03.2021 - 10:56

  8. Executable Landscapes: Speculative Platforms for Ecological E-Literature

    The contemporary digital environment is made possible through a matrix of behemoth infrastructures that traverse the orbital, atmospheric, oceanic, and terrestrial domains. These infrastructures manifest not only in the narrowly technical sense, but encompass the manufacturing chains, regulatory interfaces, and geopolitical contexts that enable (or forestall) the development, deployment, and maintenance of digital systems at a global scale.

    Underpinning all these aspects are the flows of energy and materials constituting the liveable Earthly ecology. The latter comprises the ultimate baseline ‘platform’ on which specific digital platforms, as more commonly expressed, are enabled—but which, being so defined, can obscure these far larger structures and processes in which they are embedded.

    Milosz Waskiewicz - 25.05.2021 - 15:09

  9. Art of the Pan-Opt-in-a-Con: FarmVille and the Gamification of the Digital Landscape [Original: The Tyranny of Completion; Or, How Electronic Art Can Engage the Firehose]

    Toward the end of 2020, one of the most culturally impactful web games of all time shut down—at least, the original, Flash-based version did. FarmVille, by social game studio Zynga, was not outstanding for its gameplay mechanics nor for its imaginative qualities. In fact, social games like Farmville are defined by game designer and scholar Ian Bogost as “games you don’t have to play.” Rather, FarmVille was special because it tapped into 2009-era Facebook’s lax user-generated notification system, and its developers succeeded in creating a user-operated spam cannon disguised as a game. What made FarmVille a cultural phenomenon is best represented by the metanarrative about how it manufactured and sold compulsive behavior to a new audience. By targeting ludic luddites with its folksy facade and “freemium” business model, FarmVille ushered in a new era of games that encouraged users to exchange money for in-game effects.

    Milosz Waskiewicz - 25.05.2021 - 15:20

  10. Remix: Making Art and Commerce Thrive in the Hybrid Economy

    Remix is an urgent, eloquent plea to end a war that harms our children and other intrepid creative users of new technologies. It also offers an inspiring vision of the post-war world where enormous opportunities await those who view art as a resource to be shared openly rather than a commodity to be hoarded.

    Criminalizing our children and others is exactly what our society should not do, and Lessig shows how we can and must end this conflict—a war as ill conceived and unwinnable as the war on drugs. By embracing “read-write culture,” which allows its users to create art as readily as they consume it, we can ensure that creators get the support—artistic, commercial, and ethical—that they deserve and need. Indeed, we can already see glimmers of a new hybrid economy that combines the profit motives of traditional business with the “sharing economy” evident in such Web sites as Wikipedia and YouTube. The hybrid economy will become ever more prominent in every creative realm—from news to music—and Lessig shows how we can and should use it to benefit those who make and consume culture.

     

    Alisa Nikolaevna Ammosova - 29.09.2021 - 00:05

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