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  1. Platforms of contemplation in times of confinement: a philosophicophysiological reflection

    The forced confinement due to the Covid-19 pandemic has been framed as a condition from which to reassess modern life's habits and values, and build upon such reassessment in order to reimagine a more sustainable and equitable future. A ubiquitous feature of such confinement has been the transition from physical/presential modes of expression and interaction to virtual ones, typically supported through electronic platforms. In the current conditions of physical distancing and confinement, electronic-platform culture presents a tension between two opposite but coexisting aspects – isolation and connectedness – both of which it seems to amplify: the former through its implication of physical distance, the latter through its global reach. My poster will offer a reflection on today's recourse to electronic platforms under conditions of physical confinement in light of physiological evidence and philosophical ideas, in particular the work of ancient Chinese thinker Zhuang Zhou's (369-286 BC) emphasis on contemplation as vehicle for the achievement of virtue and wisdom.

    Carlota Salvador Megias - 24.05.2021 - 12:25

  2. Creating and Archiving Electronic Literature During the Pandemic

    The 2020 COVID-19 pandemic has had a considerable impact on the way cultural heritage organisations engage with their audiences. At a time when public exhibitions and events have to be postponed indefinitely or cancelled, many GLAM institutions have chosen to increase their online presence instead, looking at virtual platforms as a means to deliver content, showcase their collections and drive engagement. The British Library Simulator (https://giuliac.itch.io/the-british-library-simulator) is a brief video game created and released in June 2020, as a way to engage with our audience while the physical library buildings were closed. The game, created using the free online game engine Bitsy, allows players to explore a pixelated rendition of some popular areas of the British Library; by moving their avatar and interacting with other characters in the game, players can learn facts about the history of the building and discover some of the projects the library staff have been working on during the pandemic.

    Carlota Salvador Megias - 24.05.2021 - 13:14

  3. Hugging Pixels: How Gaming Rethinks Physical Interactions

    As we approach the one-year anniversary of the first confinement measures in most countries, COVID-19 has been a defining factor of our lives through 2020 into 2021. Due to the pandemic, all our lives were drastically changed; not simply by the losses and inevitable pain that comes with the disease, but also by the way in which it completely shifted the way in which our lives were organized. Where activities were once separated between the “inside” and the “outside” there is now only the “offline” and the “online,” both confined within our own household. Work and education are done remotely when possible, and socializing has abruptly become a virtual experience. Even attempts at socializing “in real life” must always be monitored by strict rules of social distancing and the wearing of a mask, which are marked by an absence of physicality. As a way to cope with such a situation, people have found ways to transfer their social lives online. How many Americans have celebrated Thanksgiving or the Winter Holidays on Zoom with their families in 2020?

    Daniel Johannes Flaten Rosnes - 25.05.2021 - 01:02

  4. Language |H|as a Virus: from figure of thought to experimental laboratory

    “Modernism is a history of infections: by political movements; by mass culture and consumerism; and now by the Internet, information technology, and interactivity. The openness to exteriority and its infections is an essential characteristic of the modernist inheritance, and that inheritance is the will to reveal the Other within oneself, to become Other, to become infected by Otherness.”

    Boris Groys, "In the Flow"

    Lene Tøftestuen - 25.05.2021 - 18:32

  5. Post(?) Pandemic Prose

    When the global pandemic spread in early 2020, we, as many others, wondered what was happening and what it all meant. Almost all cultural activity moved online and the electronic platforms took even stronger hold of our lives. We started gathering material about the impact of the Covid 19 on e-literature and digital creativity for a round table presented at the ELOrlando 2020, the first completely online ELO conference ever. This work led to the project Electronic Literature and Covid 19 (supported by DARIAH EU), which includes an exhibition at this year’s conference, a research collection at the ELMCIP Knowledge Base, other presentations and further research.
     

    Milosz Waskiewicz - 27.05.2021 - 16:52