Search

Search content of the knowledge base.

The search found 26 results in 0.008 seconds.

Search results

  1. Officina di Letteratura Elettronica/Workshop of Electronic Literature

    Officina di Letteratura Elettronica/Workshop of Electronic Literature

    Patricia Tomaszek - 12.01.2011 - 16:09

  2. E-Learning und Literatur

    Workshop at the "5th e-Learning Fachtagung Informatik DeLFI 2007"

    Jörgen Schäfer - 28.06.2011 - 14:03

  3. Literatur im Netz

    Workshop of the research group "Literatur in Netzen/Netzliteratur" at the University of Siegen.
    Organized by: Peter Gendolla, Jörgen Schäfer
    Participants: Friedrich W. Block, Heiko Idensen, Ursula Hentschläger, Gisela Müller, Zelko Wiener

    Jörgen Schäfer - 28.06.2011 - 15:26

  4. HyperKult: Computer als Medium, Workshop Series

    HyperKult: Computer als Medium, Workshop Series

    Jörgen Schäfer - 29.06.2011 - 11:05

  5. Collaborative Creativity in New Media -- Performance Night

    About This is a joint course, including students from UiB digital culture or related disciplines, and students from American partner institutions including the University of West Virginia, Temple University and the University of Minnesota at Duluth. The core activity of this course will be collaborative development of creative new media work in the field and the lab. The aim of the course is to provide students with practical hands-on experience in developing multimodal new media artifacts, involving text, image, audio, and video in a creative production environment. The course will further serve as introduction to theories and practices of collaborative creativity in interactive media. The main component of the course will be an intensive weeklong course. Students and faculty from the USA will join University of Bergen Digital Culture students and faculty during this work, and will also work together remotely during the semester to develop, finish, and report on the projects they initiate during the week of face-to-face meetings.

    Natalia Fedorova - 13.08.2013 - 16:13

  6. Visualizing Electronic Literature Seminar

    Visualizing Electronic Literature Seminar

    Patricia Tomaszek - 21.08.2013 - 19:27

  7. Curating, Archiving and Preserving Electronic Literature

    This 2-hour workshop aims to provide participants with an understanding of how to curate exhibits of electronic literature. It will cover the following topics:

    • Developing a concept

    • Producing a Call for Works

    • Establishing evaluation processes

    • Creating a curatorial plan

    • Mounting the show

    • Working with electronic literature as objects of exhibition

    • Documenting work for tenure and promotion and grants

    Participants are encouraged to bring their laptops and/or tablets for accessing samples of electronic literature and instructional materials as well as for use in developing plans.

    At the end of the workshop, participants will have information needed for undertaking their own curated exhibits, both invited and juried.

    (Source: ELO 2014 Pre-Conference Events)

    Magnus Lindstrøm - 12.02.2015 - 15:10

  8. Introduction to Animation using the Processing Programming Language

    Processing (processing.org) is a programming language that provides a simplified interface to the power of the OpenGL graphics libraries. This tutorial is intended to teach artists with no programming experience how to write programs in Processing that generate short animations. Topics covered include the RGB color model, primitive 2-d geometric shapes, basic transformations (translation, scaling, rotation), and frame generation. Approximately 25 complete sample programs are provided to participants for use as the basis for their own projects. The tutorial can be presented as a 1 or 2 hour lecture or as a 2 to 4 hour mixed lecture / laboratory session with hands-on activities.

    The proposed tutorial is based on an Hour of Code presentation by the proposer during Computer Science Education Week (December 2013) to West Virginia University journalism students, faculty, and staff.

    (Source Authors abstract)

    Sumeya Hassan - 17.02.2015 - 15:23

  9. E-Lit for Children

    Children seem to get e-lit long before their parents do. The idea that books might become magical or that poems might leap to life just makes sense to kids. So why not help them write it? One reason that is obvious to anyone who has written an unfinished overly ambitious branching narrative is that's it's easy to create a combinatoric nightmare or to end up with a terrible tangle of branches, leaving no time to create the text. Another reason is building these magic books takes a bit of technological knowledge that these digital-natives for some reason don't have from the womb (no fault of the womb). In this workshop, aimed at children, educators, and adult children, I will walk a group through the making of a choice-based micro-adventure using either Undum or Inkle. The goal will be to dive straight into the e-lit waters by writing a shared narrative within some tight constraints that ensure we will produce a story within the allotted time.

    (Source Authors Abstract)

    Sumeya Hassan - 17.02.2015 - 15:43

  10. Documenting Born Digital Creative and Scholarly Works for Access and Preservation

    To preserve digital works three modes have traditionally been employed: migration from an older format into a newer one (e.g. CD-ROM to flash drive), emulation of guest system on a host system (e.g. system built on Apple GW-BASIC but changed to one built on C++), and collection––retaining vintage hardware and software for accessing the original formats. Curators like Christiane Paul have advocated for migration and emulation for ease of maintenance and economic reasons, but Digital Humanities scholars like Alan Liu, Nick Montfort, Noah Waldrip-Fruin and others, have highlighted the need for preserving the human experience and cultural history through collection. The problem left unsolved, however, was how to broaden collection so that 1) libraries and museums do not need to maintain the large number of required hardware and software needed for accessing digital works, and 2) audiences do not have to travel to specialized labs to experience the works. The “Pathfinders Project” sought to answer these challenges of collection with its documentation methodology.

    Ryan House - 16.06.2017 - 00:39

Pages