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  1. O Poema no Caminho do Leitor e o Leitor no Caminho do Poema

    Como outras obras de Rui Torres, Poemas no meio do caminho (2008) baseia-se na virtualização dos textos usados como matriz. A cada um dos 8 textos-matriz estão associadas listas de palavras que podem ocorrer nas mesmas posições sintácticas. A cada clique, o leitor desencadeia a substituição aleatória da palavra activa por outra que faz parte da base de dados do poema. As substituições no paradigma ou eixo vertical do texto originam novas associações no sintagma ou eixo horizontal do texto. Através deste princípio combinatório básico, a produtividade gerativa do motor textual torna visível a estrutura gerativa da própria língua. Esta propriedade constitui um dos fundamentos formais da criatividade linguística e da criatividade poética, já que é dela que depende a possibilidade de produzirmos novos enunciados, ressignificando os seus elementos por efeito do processo concorrente de substituição e reassociação. Os movimentos metafóricos de intersecção, transferência e criação semântica resultam das novas co-presenças criadas por este mecanismo gerativo.

    (Source: Author's Abstract)

    Alvaro Seica - 14.10.2013 - 12:00

  2. Acerca dos Poemas no Meio do Caminho de Rui Torres

    Acerca dos Poemas no Meio do Caminho de Rui Torres

    Alvaro Seica - 27.11.2013 - 13:16

  3. No meio do caminho tinha uma pedra....

    No meio do caminho tinha uma pedra....

    Alvaro Seica - 27.11.2013 - 13:22

  4. Witnessing Poetry: Mismidad y Alteridad de la Lectura en Poemas no Meio do Caminho de Rui Torres

    Witnessing Poetry: Mismidad y Alteridad de la Lectura en Poemas no Meio do Caminho de Rui Torres

    Alvaro Seica - 27.11.2013 - 13:26

  5. Border Connections in Electronic Literature

    In 1962, MIT scientist Steve Russell presented one of the first videogames in history: Spacewar! in which two starships maneuvered around a star and tried to destroy each other. A year earlier, Raymond Queneau had published Cent mille milliards de poèmes, a potential literature book consisting of ten sonnets printed onto cards, with each line written on a separate strip, offering readers 100 trillions of possible combinations.

    At first glance, the connection between these two milestones from worlds as different as literature and computer science would seem to be remote, but they are actually the start of a convergence of experiences and interests that have radically changed the way we read and write stories.

    The sixties marked the start of a series of experiments in both literature and computing that mutally influenced each other and challenged the narrative, physical and conceptual boundaries of literature. This text looks at some of these connections.

    (Source: Author's Introduction)

    Carles Sora - 09.03.2015 - 21:21

  6. Video Games and the Future of Learning

    The paper describes "an approach" to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies.

    (Source: http://www.worldcat.org/title/video-games-and-the-future-of-learning/ocl...)

    Susanne Dahl - 19.09.2016 - 14:56

  7. The use of platforms in Nordic creative works of Electronic Literature

    This project aims to investigate Nordic creative works in the ELMCIP Knowledge Base and see which platforms the Nordic works have been created for. Several differences between Nordic creative works were observed, and it was found that some languages were over-represented in the database, while others were under-represented. The most popular language was Norwegian (Bokmål), while Finnish and Swedish were under-represented. 

    (Source: Author's Abstract)

    Magnus Knustad - 20.03.2018 - 11:21