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  1. Writing on Complex Surfaces

    Writing in programmable media is theorized in relation to the surface of writing.[1] Within the framework of currently dominant cultural and technological formations, the surface of writing is conceptually simple, and this overdetermines practices of writing. As it is typically conceived, the surface of writing is a flatland plane, a 3rd-dimensionless scroll (however segmented or, indeed, fragmented) on which linguistic symbols, similarly dimensionless, are arrayed. Once language has come to rest on this simple surface, any qualities it may possess of temporality or material depth are bracketed. Programmable media problematize this dominant but simple model, and yet, arguably, its depthless, timeless surface misdirects the composition and publication of writing, even writing that is instantiated in programmable media. In the field of poetics, there are traditions for which the surface of writing is complex. Although rarely made explicit, such approaches to the writing surface have enriched the practices of important writers, particularly poetic writers.

    Patricia Tomaszek - 14.09.2010 - 17:21

  2. Art, Creativity, Intellectual Property and the Commons

    Let us begin with a story about art. In this story, art produces aesthetic works of durability and stability — things that “stand up on their own”. The act of artistic production doesn’t come from nowhere; neither is it born in the heads of private individuals. It doesn’t dwell in a social nothingness. Nor does it start with a blank canvas. Any moment of production involves the reassembling and rearranging of the diverse materials, practices and influences that came before it and which surround it. Out of this common pool, art creates aesthetic works with emergent properties of their own. From the social world in which it lives, art creates affect and precept. It forms new ways of feeling, seeing and perceiving the world. It gives back to us the same object in different ways. In so doing, art invents new possibilities and makes available new forms of subjectivity and life. Art is creative and productive.

    David M. Berry - 21.09.2010 - 11:11

  3. Stepping Into the River: Experiencing John Cayley's riverIsland

     In this paper I investigate the emergence of new writing and reading practices under the impact of digital media. Examining Cayley's poetic work riverIsland , I focus on what the poet himself calls “literal morphing.” These transformations of letters constitute, I argue, an important shift in poetic writing whose importance for literary analysis must be acknowledged. I conclude that poetic works in programmable media lead to a rethinking of concepts of surface and depth in relation to writing.

    Jill Walker Rettberg - 25.03.2011 - 13:36

  4. Playable Media and Textual Instruments

    The statement that "this is not a game" has been employed in many ways — for example, to distinguish between high and low culture electronic texts, to market an immersive game meant to break the "magic circle" that separates games from the rest of life, to demarcate play experiences (digital or otherwise) that fall outside formal game definitions, and to distinguish between computer games and other forms of digital entertainment. This essay does not seek to praise some uses of this maneuver and condemn others. Rather, it simply points out that we are attempting to discuss a number of things that we play (and create for play) but that are arguably not games. Calling our experiences "interactive" would perhaps be accurate, but overly broad. An alternative — "playable" — is proposed, considered less as a category than as a quality that manifests in different ways. "Playable media" may be an appropriate way to discuss both games and the "not games" mentioned earlier.

    Jörgen Schäfer - 05.07.2011 - 13:35

  5. Narrative Subjects Meet Their Limits: John Barth's "Click" and the Remediation of Hypertext

    Narrative Subjects Meet Their Limits: John Barth's "Click" and the Remediation of Hypertext

    Eric Dean Rasmussen - 07.07.2011 - 16:37

  6. Understanding Knowledge Work

    Alan Liu responds to reviews of The Laws of Cool: Knowledge Work and the Culture of Information by N. Katherine Hayles and Johanna Drucker, both of whom admire Liu's book but believe that it exaggerates the influence of corporate knowledge work while providing an inadequate response to its destructive ahistoricism. Liu proposes that the digital age needs "new-media platforms of humanistic instruction" to supplement critical and theoretical humanistic approaches to help students understand how the human concerns and impulses that give rise to new media productions relate to knoweldge work.

     

    Eric Dean Rasmussen - 19.10.2011 - 14:38

  7. Attacking the Borg of Corporate Knowledge Work: The Achievement of Alan Liu's The Laws of Cool

    Attacking the Borg of Corporate Knowledge Work: The Achievement of Alan Liu's The Laws of Cool

    Eric Dean Rasmussen - 20.10.2011 - 08:33

  8. Humanities Games and the Market in Digital Futures

    Humanities Games and the Market in Digital Futures

    Eric Dean Rasmussen - 20.10.2011 - 08:50

  9. Writing as a Woman: Annie Abrahams' e-writing

    Is there such a thing as womens' writing? Or, for that matter, womens' media? Elisabeth Joyce moves through the work of Annie Abrahams and writes against restrictive domestications of electronic media.

    (Source: journal abstract)

    Eric Dean Rasmussen - 08.11.2011 - 10:28

  10. Nicolas Clauss' Art if I want

    Nicolas Clauss' Art if I want

    Sandra Hurtado - 06.12.2011 - 12:19

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