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  1. Creativity is something for hairdressers - so what is it for writers? Why the differentiation of 'literature' and 'writing' is obsolete, and what the Internet has to do with it

    I will try to make a blend between the notion of "creative writing", which is typically American (and doesn't exist in most of continental Europe), and the discourse of creative industries, which is typically European, and try to stab the notion of "creative" a bit as a kind of helpless placeholder for something that, for whatever reason, is no longer called literary or artistic. So, referring to Kenny Goldsmith, it's not about a dichotomy creative/uncreative, but what's questionable about the concept in the first place. If we shift the issue from an idealist to a materialist perspective, then the difference between creative/literary writing and common writing has always been arbitrary.

    The critical edition of Kafka, which now includes the documents he wrote for his insurance company, is a good example, as are earlier examples of published letters, diaries etc. Foucault's criticism of the the notion of the oeuvre, whether it would include scraps and laundry bills or not, seems quite backwards to me. The actual difference has been one of published and non-published writing, with publishing being (for technical and economic reasons) controlled by an industry.

    Eric Dean Rasmussen - 14.06.2012 - 16:38

  2. Geolocative Storytelling Off the Map

    This paper explores the effects of sonic implacement in L.A. Flood. Engaging locative literature in situ, a reader can pull audio files that come very close to replicating the experience of hearing such files off-site. But same is not true of the visual interface, which is flat and sensory-impovershed. The deep attention one musters reading locative fiction on desktop is shattered by hypermediation in situ: buildings tower above us, sunlight and air press upon our skin; our devices, other people, weather and other on-site variables distract us from concentrated reading. Distracted reading creates a productive, hyperattentive cognitive dissonance.

    Eric Dean Rasmussen - 14.06.2012 - 16:41

  3. ә-măn’yoo-ĕn’sĭs

    In tandem with this installation, we propose to present an approximately ten-minute-long collaborative theoretical paper entitled ‘ə-măn’yoo-ĕn’sĭs.’ BRIEF DESCRIPTION āmanuēnsis is a Latin word derived from ab + manus, or “by hand.” Originally used to refer to slaves, the word was later applied specifically to personal secretaries. We (Claire Donato and Timothy Terhaar) work as freelance amanuenses in Brooklyn, NY.
    Our presentation will be twofold, taking on the form of both a scholarly presentation and an onsite installation. Throughout the conference, we will set up and run an on-site transcription booth.
    Conference attendees will be invited to sit for exactly five minutes at the booth, to be monitored
    by a timer. Each participant will be expected to assume the position of the Source in producing
    dictation. At the end of the five-minute session, the participant will receive a hard copy of his or her document.

    Eric Dean Rasmussen - 19.06.2012 - 15:05

  4. Reading Virtual Geographies

    In John Muir's first published article, "Yosemite's Glacier," the eminent nature writer compares Yosemite Valley to a worn book, suggesting that to understand the physical geography of the valley a visitor must employ a reading practice similar to the study of literature. Over the century since, nature writers and ecocritics have continued to call for a more critical engagement with our natural world through literature and other media. However, as 21st century readers who are perhaps more likely to experience Yosemite Valley via Google Earth than in Muir's prose--much less as a physical space--we must begin to ask how or in what ways can we continue to "read" natural spaces as that are increasingly mediated through digital tools such as Google Earth and Second Life. To address this question I argue that we must learn to apply the same ecocritical reading practices that give subjectivity to the natural world to the digitally mediated geographies that increasingly define the spaces we inhabit.

    Eric Dean Rasmussen - 21.06.2012 - 12:41

  5. Slow Games, Slow Poems: The Act of Deliberation in "Slow Year"

    “Video games are actions,” declared Alexander Galloway in a manifesto that stakes out the
    essential differences between videogames and other forms of expressive culture, such as
    literature, photography, and cinema. But what about videogames in which action looks like
    inaction? What about videogames in which action means sitting still? What about a videogame
    that purports to be less a game and more a meditation—a work of literature? In this paper
    I explore a prominent yet remarkably understudied example of a slow game—a game that
    questions what counts as “action” in videogames. This game is A Slow Year (2010), designed
    for the classic Atari 2600 console by Ian Bogost. Comprised of four separate movements
    matching the four seasons, A Slow Year challenges the dominant mode of action in videogames,
    encouraging what I call “acts of deliberation.” These acts of deliberation transform the core
    mechanic of games from “action” (as Galloway would put it) into “experience”—and not just
    any experience, but the kind of experience that Walter Benjamin identifies as Erfahrung, an

    Eric Dean Rasmussen - 21.06.2012 - 12:55

  6. Bob Brown's Reading Machine and the Comic Experience of Electrified Reading

    A recent essay by Jessica Pressman explores Bob Brown's The Readies (1929) as an important predecessor of electronic literature. Pressman argues that Brown's reading machine, which was designed to automatically unfurl scrolls of magnified text before the reader’s eyes in a way similar to a film projector, exemplifies a “machine poetics” that emphasizes the mediation of reading itself, much in the way that electronic literature often does. Brown’s description of his reading machine does indeed seem to offer an uncanny prophesy for subsequent developments in visual poetry and in reading technologies, as Pressman and other critics, including Jerome McGann and Craig Saper, have pointed out. In emphasizing the futurist possibilities of Brown’s machine, however, critics have tended to ignore or downplay the willfully comic aspects of the manifesto in which he proposes it. The tone of Brown’s writing suggests that we ought to count Rube Goldberg, as much as Thomas Edison, among the inspirations for the machine.

    Eric Dean Rasmussen - 21.06.2012 - 13:55

  7. Quantum Authoring for "Prom Week": What We Learned Writing Six Thousand Lines of Procedurally-Driven Dialogue

    "Prom Week" is an innovative new social simulation game from the Expressive Intelligence Studio at UC Santa Cruz. Unlike other social games like The Sims, Prom Week's goal (as with its spiritual and technological predecessor, Façade) is to merge rich character specificity with a highly dynamic story space: a playable system with a coherent narrative. When I was brought on board as the lead author a year before release, I had no idea the scale of work I was getting myself into: overseeing a team of (at times) eight writers to create over eight hundred hand-authored scenes tightly integrated with pre- and post-conditions, inline variation, and animation choreography. Each scene had to be specific enough to be narratively satisfying but broad enough to cover as wide a possibility space as possible, putting severe limitations on how dialogue could be written.

    Eric Dean Rasmussen - 22.06.2012 - 16:58

  8. Site-Specific Storytelling, Urban Markup, and Mobile Media

    Site-Specific Storytelling, Urban Markup, and Mobile Media was a presentation held by Jason Farman at the ELO 2012 conference under the category: Storytelling With Mobile Media: Locative Tehcnologies and Narrative Practices.

    Ole Samdal - 24.11.2019 - 18:24

  9. The Narratological Affordances and Constraints of Mobile Locative Media

    The Narratological Affordances and Constraints of Mobile Locative Media was a presentation held by Jeff Ritchie at the ELO 2012 conference under the category: Storytelling With Mobile Media: Locative Tehcnologies and Narrative Practices.

    Ole Samdal - 24.11.2019 - 18:45

  10. The Quinary: Algorithms, Permutation and Slippery Meaning

    The Quinary: Algorithms, Permutation and Slippery Meaning was a presentation held at the 2012 ELO conference under the category: Games, Algorithms, and Processes.

    Ole Samdal - 24.11.2019 - 18:57

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