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  1. Literary Programming (In the Age of Digital Transliteration)

    This paper is proposed as the second part of an essay, the first part of which was presented at DAC'98, having the overall title 'Performances of Writing in the Age of Digital Transliteration'. Part one of this essay raised questions -- contextualized by reference to Walter Benjamin and Friedrich Kittler, amongst others -- concerning the intrinsically digital characteristics of text, along with certain implications of these characteristics (and what they have entailed, specifically and especially: the Net) for traditional literary culture, for the latter's critique, and for textual, especially artistic textual practices.

    Scott Rettberg - 19.01.2013 - 01:23

  2. Visualizing Cultures in the Age of Digital Media

    "Visualizing Cultures In The Age Of Digital Media" is a hypertextual interactive work designed for DVD, that explores the ways media shape our understanding of cultural places and events. The work incorporates original material on West African performances and events recorded in Ghana as well as clips from a number of early and exemplary documentaries. The project includes an analysis of theories of montage, tropes, visual cognition, and cultural practices within the context of hypermedia and the new technology, bridging the fields of visual studies, cultural studies, media studies, art history, visual anthropology and communication. It suggests new tools and methods of representation available to students, scholars and filmmakers and raises questions about the relationship of language to text and theory to practice in the arts of digital representation.

    (Source: DAC 1999 Author's abstract)

    Scott Rettberg - 19.01.2013 - 12:32

  3. Ergodic Characters

    While much of the attention towards ergodic fiction has been focusing on plot (either dynamic or multiple-path), its characters still lack complexity and expressiveness. In this paper we will explore two different techniques to face this problem.

    One major issue in videogames is the lack of personality in user-controlled characters. In other words, the author of a videogame cannot give a deep personality to her character, because the user will be the one who will control it. For example, you cannot design a melancholic, non-violent character, if there is a knife available in the environment. Many users would just take the knife and start a Doom-like game, turning the originally pacifist character into a serial killer. The designer can obviously prevent the user from manipulating harmful objects. However, through this arbitrary rule, users will see their freedom limited. This would also diminish the environment's coherence: why some objects can be manipulated and other cannot?

    Scott Rettberg - 19.01.2013 - 13:24