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  1. From capacity to truncation: What can happens in 30 seconds of digital poetry

    This paper makes observations about digital poetry through thematic connections derived from a 1969 short story by Robert Coover (“The Elevator”) and a poetics statement written forty years later by critic Janez Strehovec (“The Poetics of Elevator Pitch”). Strehovec’s essay addresses poetry in the age of short attention spans, and in which compositional designs are mosaics, hybrid. Contemporary works are unstable, precarious, and relations between textual components have evolved. Digital poetry is a textual, meta-textual, linguistic, and sometimes non-linguistic practice requiring new forms of perception. Because our observational skills have changed, Strehovec proclaims the importance of first impressions, getting viewers excited and immediately involved with language. He promotes the notion of an “elevator pitch” as a temporal ideal for digital poetry—the idea that the poem, “can be delivered in the time of an elevator ride (e.g., thirty seconds or 100-150 words)”, “which hooks the reader/user within a very short temporal unit”—an idea perhaps more relevant to authors of projected works than those who invite their audience to participate.

    Audun Andreassen - 03.04.2013 - 10:00

  2. On Condenstaion: how "Computer Aided Poetry" works

    "Cloud Computing" is a rather foggy notion, according to which the World Wide Web will be increasingly seen as a platform where not only information, but also different kinds of services and applications will become immediately available, as if coming out of an undifferentiated, nebular space. People will rely less on the software installed on their personal computers, and more on whatever is usable online.

    Audun Andreassen - 10.04.2013 - 12:58

  3. Process-Intensive Fiction

    Unlike digital poetry, which has pursued process-intensive directions throughout its history, the dominant directions of digital fiction make relatively light use of computational processes. Whether one looks at the traditions of hypertext fiction, interactive fiction, or video games, the primary model is a set of connections (traveled in different manners) between largely static chunks of language. This panel explores a set of alternatives to this model. The suggested potential panelists include the author of the first book on this topic, published in 2009 (Wardrip-Fruin); one of the authors of Facade, the first fully realized interactive drama (Mateas); the creator of Curveship, a new interactive fiction tool that introduces discourse-level variation as a first-class parameter (Montfort); a prominent author, commentator, and tool builder (Short); the author of Blue Lacunae, a vast, highly variable interactive fiction (Reed); the creator of new algorithms for literary variability based on conceptual blending (Harrell); and the author of the mainstream game industry's most ambitious project in this space, Far Cry 2 (Redding).

    Audun Andreassen - 10.04.2013 - 13:39

  4. A Cross-Medial Close Reading of Swedish Digital Poetry

    In the work with my thesis on digital poetry I aim to highlight the following three axes

    1) A theoretical reflection considering language in interaction with the visual and auditory modalities as well as an investigation of the relation between language and technical media, using theorists such as N. Katherine Hayles and Friedrich A. Kittler.

    2) An analytical, methodical approach, which investigates digital works of poetry and their intermedial relations and effects of meaning.

    3) Putting into perspective the historical concrete poetry and avant-garde movements – primarily from Scandinavia.

    Audun Andreassen - 10.04.2013 - 13:44