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  1. Preface [to Regards Croisés: Perspectives on Digital Literature]

    Preface [to Regards Croisés: Perspectives on Digital Literature]

    Eric Dean Rasmussen - 24.03.2011 - 12:09

  2. Editorial [on Regards Croisés: Perspectives on Digital Literature]

    Editorial [on Regards Croisés: Perspectives on Digital Literature]

    Eric Dean Rasmussen - 24.03.2011 - 12:15

  3. Reading Digital Cultural Objects

    Editorial note to Dichtung Digital #40 introducing papers by Braxton Soderman, Davin Heckman, Eduardo Navas, John M. Vincler, Martina Pfeiler, Nele Lenze, Roberto Simanowski, and Scott Rettberg.

    Patricia Tomaszek - 06.05.2011 - 13:54

  4. Making Sense: aspects of the literary in electronic environments

    This paper investigates the manner in which e-literature is reconstructing and intensifying some of the sensory capacities of literary language. The interactive nature of many works, as well as their use of image and sound and the fact that the ‘surface’ text is produced and informed by a ‘deeper’ level of generative code, means that new critical concepts, vocabularies and ways of reading adequate to this new situation need to be developed. Katherine Hayles. John Cayley, Talan Memmot, and Rita Raley, have all written authoritatively on the importance of software and code in determining approaches to electronic poetics, and the difference this makes to how we understand new media writing. Matt Kirschenbaum makes the distinction between formal and forensic materiality in order to break down the emergent logics at play in the digital ‘text’. We introduce a different perspective, one that focuses on the ecology of the body (its distribution) in its engagement with different forms.

    Audun Andreassen - 14.03.2013 - 14:36

  5. Mobile Tagging as Tools to create Mixed Reality in eLit

    The objective of this paper is to describe the potentialities of Mobile Tagging as a tool for increasing and spreading the effects of Mixed Realities in Electronic Literature. In this sense, we will start introducing the main concepts and some examples of Mixed Realities followed by the concepts and examples of Mobile Tagging, showing that they are connected and benefit each other and can benefit eLit as well. Mixed Reality (or MR) refers to the fusion of the physical and virtual worlds to produce new environments and visualizations where physical and digital objects co-­‐exist and interact in real time. On the other hand, mobile tagging is the process of reading a 2D barcode using a mobile device camera. Allowing the encryption of URLs in the barcodes, the mobile tagging can add a digital and/or online layer to any physical object, providing so several levels of mixed realities related to that object. Although Mixed Realities technologies have already existed for decades, in the past they were very expensive. Recently, mobile devices have also become tools for mixed realities.

    Audun Andreassen - 03.04.2013 - 10:07

  6. Creating: Adventure in Style and The Marble Index in Curveship

    I describe the process of writing and programming the first two full-scale interactive fiction pieces in the new system I have been developing, Curveship. These two pieces, Adventure in Style and The Marble Index, are meant, in part, to serve as examples for authors using this system. More importantly, though, they are initial explorations of the potential of Curveship and of the automation of narrative variation. They were also undertaken to help provide concrete system-building guidance as development of Curveship progressed toward a release. Adventure in Style is a port of the first interactive fiction, the 1976 Adventure by Will Crowther and Don Woods, which adds parametric variations in style that are inspired by Raymond Queneau's Exercises in Style. The Marble Index simulates the experiences of a woman who, strangely disjointed in time and reality, finds herself visiting ordinary moments in the late twentieth century; the narration accentuates this character's disorientation and contributes to the literary effect of incidents.

    Audun Andreassen - 03.04.2013 - 15:56

  7. E-lit context as Records Continuum: the “lost” Michael Joyce’s Afternoon Italian edition and the archival perspective

    Devoted to the study and retrieval of those artifacts of the past for which a disruption in the continuity of preservation occurred, archaeological sciences operate with – and against – historical and cultural fractures. Likewise, computer forensics provides assistance whenever a need to recover data in the event of a hardware or software failure occurs. The textual shifting from page to screen experienced in the past twenty years represented both a cultural fracture (a call for paradigmatic changes in preservation which archival sciences themselves were not prepared for) and an opportunity to test computer forensics practices on text-based digital artifacts (software and hardware failures being named, in this case, “obsolescence”). Our paper draws attention to the fact that both digital archaeology and computer forensics, however, no matter how useful in shaping the current preservation practices and methodologies adopted by scholarly communities operating in the digital field, cannot replace or do without the extensive scholarship developed in disciplines that have traditionally dealt with textual preservation in situations of cultural continuity.

    Audun Andreassen - 03.04.2013 - 16:07

  8. The New-Media Novel: The Intersection of Film, E-Lit & Story

    Advances in authoring tools are allowing a new kind of novel to emerge that resides at the intersection of print, film, and e-lit. I’d like to propose a reading from TOC: A New-Media Novel as its example of the new-media book.

    Often created by a team of collaborators working in sound, animation, and language, these new-media novels involve many of the same challenges and pleasures of working in film, theater or other collaborative arts. And yet, unlike theater or film, these multimedia novels are books: they are read; they offer the same one-on-one personal experience readers have always had through reading traditional novels. The first part of the presentation will be a tour through TOC: A New-Media Novel by Steve Tomasula, with art and design by Stephen Farrell, animation by Matt Lavoy, programming by Christian Jara, and music, art, and other contributions from 13 other artists.

    Audun Andreassen - 10.04.2013 - 13:03

  9. Cave Writing: Reshaping Writing at Brown

    In the spirit of engaging Robert Coover's contributions to the electronic literature field (one of the conference aims) and simultaneously looking at the cutting edge of our field, this panel will discuss the groundbreaking Cave Writing project that Coover has initiated at Brown. It will feature the two primary faculty the project has had over the last eight years (Coover and Cayley), two of the students who have been involved in organizing the project and creating work (Wardrip-Fruin and Gorman), and one of the critics who has looked at this work most seriously (Raley). Topics will include the history of the literary work done in the Brown Cave, the unexpected power of two dimensional typography in three dimensional space, experiences of embodied interaction and spectatorship in combination and tension with literary reading, the role of non-textual images, animation, and sound in the Brown Cave experiments, and others.

    Audun Andreassen - 10.04.2013 - 13:33