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  1. Aesthetic Autonomy and Sensuous Appearing: Two Questions in the Aesthetics of Digital Poetry

    In this paper I would like to consider the aesthetics of digital poetry with reference to ideas of aesthetic autonomy and sensuous appearing.
    The notion of autonomy, whether of the art-work or of a mode of experience with which it is associated, has been central to the historical development of the idea of the aesthetic itself. Andrew Bowie defines it as ‘the idea that works of art have a status which cannot be attributed to any other natural object or human product’ (Aesthetics and Subjectivity, p. 2). It is an idea which has been seen as ideologically driven, as when Terry Eagleton suggests that ‘the idea of autonomy – of a mode of being which is entirely self-regulating and self-determining – provides the middle class with just the ideological mode of subjectivity it requires for its material operations’. Yet Eagleton also argues that aesthetic autonomy can provide a ‘vision of human energies as radical ends in themselves which is the implacable enemy of all dominative or instrumentalist thinking’, implying that it has potential for avant-garde or critical purposes (Eagleton, Ideology of the Aesthetic, 9).

    Eric Dean Rasmussen - 08.03.2011 - 16:05

  2. Reading Augmented Spaces and the Dimensions that Define Them

    Most new media work establishes interactivity within a curated installation space: a gallery, a festival, or an area whose purpose is to exhibit art. However, recent experiments in new media narratives have made use of the capabilities of smartphones and tablets to present experiences that are aware of the user’s position in space and
    even their current behavior or object of attention.

    Specifically,augmented reality works set themselves apart by re-contextualizing environments and objects encountered in everyday life, removing the fourth wall and blurring or eliminating an interactive experience's boundaries. This differs markedly from the purism of the imagination tapped by literature, and often even favors more realistic integration, in contrast to stylistic depictions and abstractions used in monitor-based works. Augmented reality’s strength and interest lies in how it embeds a story in an environment, or how it can be used to awaken new awareness of a viewer to their surroundings. This bridges the world of the reader with the diegesis of the narrative, resulting in works that react to the immediacy of the experienced space.

    Eric Dean Rasmussen - 14.06.2012 - 15:13

  3. Condors' polyphony and jawed water-lines catapulted out: Gnoetry and Its Place in Text Processing's History

    As chronicled on the “Beard of Bees” website, authors involved with Gnoetry, “an on-going experiment in human/computer collaborative poetry composition”, have collectively engaged with digital textual processing for more than a decade (see http://beardofbees.com/gnoetry.html and also http://gnoetrydaily.wordpress.com/). In 2011, the group published their first anthology, Gnoetry Daily, Vol. 1, a 52 page collection of verse spun with programs named Gnoetry, charNG, Infinite Monkeys, ePoGeeS, welatanschauung, and JanusNode, with accompanying commentary by Eric Elshtain, eRoGK7, Matthew, edde addad, nathanielksmith, and DaveTolkacz.

    Eric Dean Rasmussen - 14.06.2012 - 15:16

  4. Transient Self-Portrait

    Transient self–portrait is an artistic research project with the aim of creating an interactive piece.
    I take as the point of departure two pivotal sonnets in Spanish literature that are normally studied
    alongside each other, En tanto que de rosa y azucena by Garcilaso de La Vega, a 16th Century
    Spanish poet, using Italian Renaissance verse forms and Mientras por competir con tu cabello by
    Luís de Gongora, a 17th Century Spanish poet from the Baroque period. Gongora’s sonnet is a
    homage to Garcilaso’s and the styles and the cultural aspects that appear on the sonnets are very
    different reflecting the attitudes from the Renaissance and the Baroque.

    Eric Dean Rasmussen - 20.06.2012 - 19:33

  5. Art at the biological frontier

    In this paper I will discuss three recent electronic art works in which biological processes or interfaces are investigated. These works are entitled "Teleporting an Unknown State" (1994/96), "A-positive" (1997), and "Time Capsule" (1997) The first work created a situation in which actual photosynthesis and growth of a living organism took place over the Internet. The second piece proposed a dialogical exchange between a human being and a robot through two intravenous hookups. The third approached the problem of wet interfaces and human hosting of digital technologies through the implantation of a memory microchip

    Jill Walker Rettberg - 15.10.2012 - 14:47

  6. Blending the Crossword with the Narrative: An Examination of the Storygame

    Interactive narrative cannot be understood as only literature or as only game, nor even as a combative relationship between the two. Narrative-oriented "games" are neither novel nor movie, but they are likewise significantly different beasts than conventional, competitive games. They rather draw elements from both. We will come to terms with the concept of the storygame by examining the historical role of games in stories and stories in games to come to understand how the two forms combined into the modern storygame, focusing on the key traits of interactivity and immersion.

    Scott Rettberg - 07.01.2013 - 22:47

  7. Blurring of Public and Private Space in New Media Art

    This paper seeks to address the discourse of the blurring of public and private space in new media art, specifically in Mouchette.org and Life Sharing by Eva and Franco Matteos. Both pieces utilize an understanding of the social systems inherent in new media art as a set of relations that require the user to complete. This system, dependant upon the relations that the user, the artist and the artwork creates a discourse on the concept of public and private space that is predicated on the notions of interactivity.

    (Source: Author's abstract from ELO 2008 Conference site)

    Jill Walker Rettberg - 07.01.2013 - 23:11

  8. Mining the Arteroids Development Folder

    In September 2008 Jim Andrews shared with me the “Arteroids Development Folder:” a collection of drafts, versions, source files, and other materials that document the work that led to the publication of his “poetic shoot 'em up" Arteroids (http://www.vispo.com/arteroids/index.htm).

    Audun Andreassen - 03.04.2013 - 09:54

  9. 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

  10. Card Shark and Thespis: Exotic Tools for Hypertext Narrative

    Card Shark and Thespis are two newly-implemented hypertext systems for creating hypertext narrative. Both systems depart dramatically from the tools currently popular for writing hypertext fiction, and these departures may help distinguish between the intrinsic nature of hypertext and the tendencies of particular software tools and formalisms. The implementation of these systems raises interesting questions about assumptions underlying recent discussion of immersive, interactive fictions, and suggests new opportunities for hypertext research.

    Jill Walker Rettberg - 14.06.2013 - 09:15

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