Search

Search content of the knowledge base.

The search found 8 results in 0.008 seconds.

Search results

  1. 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

  2. UbuWeb, the archive and the gallery

    As a seemingly limitless and comprehensive resource, UbuWeb (http://www.ubu.com) has put together a map of the past hundred or so years of ‘experimental’ writing, film, video, and sound art. It resembles the archive in its breadth and depth, in its relentless collecting, in its inherent totalizing tendencies. My argument is that UbuWeb, while not an ‘archive’ per se, does have a cataloging logic, though it is not apparent, and that its specific logic is based on the commodification of the artwork and the effects of that commodification on its exhibition. To understand that logic, I want to situate UbuWeb at the latest point in a series of discontinuous institutions and discourses that have all taken the ‘artwork’ as their object.

    Audun Andreassen - 03.04.2013 - 10:13

  3. The New-Media Novel: The Intersection of Film, E-Lit & Story

    Advances in authoring tools are allowing a new kind of novel to emerge that resides at the intersection of print, film, and e-lit. I’d like to propose a reading from TOC: A New-Media Novel as its example of the new-media book.

    Often created by a team of collaborators working in sound, animation, and language, these new-media novels involve many of the same challenges and pleasures of working in film, theater or other collaborative arts. And yet, unlike theater or film, these multimedia novels are books: they are read; they offer the same one-on-one personal experience readers have always had through reading traditional novels. The first part of the presentation will be a tour through TOC: A New-Media Novel by Steve Tomasula, with art and design by Stephen Farrell, animation by Matt Lavoy, programming by Christian Jara, and music, art, and other contributions from 13 other artists.

    Audun Andreassen - 10.04.2013 - 13:03

  4. “No Country for E-Lit?” – India and Electronic Literature

    The current Indian government’s dream of a ‘Digital India’ does not include digital culture or the digital humanities. The country now has its digital library of digitised analog works (mainly printed texts) but it does not have a significant electronic literature. It does have a growing videogames industry that is becoming keener on sophisticated means of non-linear storytelling and also deeper investment in digital storytelling through platforms such as wevideo etc. mainly for the purposes of raising social awareness. Recent videogames such as the indie RPG, Unrest as well as adaptations of Bollywood films such as Ghajini attempt non-linear storytelling. Digital stories, such as ‘We are Angry’, a story about the recent brutalities against women in India, are becoming a popular medium of spreading awareness.

    Kristen Lillvis - 07.06.2017 - 20:19

  5. The Godfather Seen Through The Lens of Elite Criticism (and Vice Versa)Jp

    Chris Messenger achieves a rare convergence of elite and popular cultural criticism by doing for The Godfather (and its spinoffs) what previous critics have done for Uncle Tom’s Cabin.

    Glenn Solvang - 07.11.2017 - 15:03

  6. Interview with Christine Wilks

    Christine Wilks is an awarded digital writer, artist and developer of playable stories who participated in different projects in the field of electronic literature. In this interview, she talks about her interest in electronic literature, her activism in the different projects as well as the use of different media tools and of ludic elements in her works.

    Daniele Giampà - 07.04.2018 - 17:12

  7. Bass Resonance

    1999 e-literature award winner John Cayley writes about Saul Bass of classic film title fame. A precursor to language arts innovators Jenny Holzer, Richard Kostelanetz, and Cayley himself, Bass may now be recognized as a poet in his own 'write,' important for a new generation of designwriters creating "graphic bodies of language," moving words and signifying images, in digital environments.

    (Source: Author)

    Ana Castello - 15.10.2018 - 22:40

  8. Platform Collaboration, Creativity and Determinism in Virtual Reality (VR): An artist paper the making of The Key To Time, a work for VR, domes and CAVEs.

    Addressing conference themes of platform utopias, determinisms, identities, collaborations and modes, this conversational presentation discusses ways that concepts of time, space and narrative are expanded in The Key To Time https://unknownterritories.org/keytotime/. The Key To Time is a surreal and lyrical work for immersive, cinematic art experiences such as domes and 360 degree cinemas as well as for individual viewing on head-mounted virtual reality devices. Bridging 1920's silent film and virtual reality, the surface story draws viewers into a playful exploration of genre, identity and desire. In doing so, the work unravels narrative underpinnings of myths, genres, and technological constructs of time.
     

    Milosz Waskiewicz - 25.05.2021 - 15:17