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  1. Pressing the ‘Reveal Code’ Key

    Pressing the ‘Reveal Code’ Key

    Patricia Tomaszek - 16.03.2012 - 23:52

  2. Adventures in Transition: Jason Nelson’s Scary Journey from Flash to J-Code and Desk to Hand

    Perhaps the most disturbing and exciting periods of a digital poet’s creative practice is the transitional period between using one technology and learning another. For the past eight years I’ve been predominately a user of Adobe Flash. I say user, because in many ways
    the software is a drug, carving response and reward pathways into the cranium fibers. My creations have been the beneficiary of a tool ideal for multi-layered/dimensional and interactive artworks viewable on all major platforms. However, it is this platform issue and Adobe’s losing
    position in its battle with the Tyrant Apple that is quickly making Flash obsolete, unplayable in the fastest growing segment of electronic devices, tablets and phones. This very well might turn around and Flash might save itself. But suffice it to say, the net/portable creative ndustries have left Flash to fend for itself.
    (Source: Author's abstract, 2012 ELO Conference site)

    Eric Dean Rasmussen - 22.06.2012 - 16:59

  3. A Literatura Factorial [l!]

    By focusing on hyperfiction, this paper presents some proto-hyperfictions, dealing with literature's combinatorial processes (ars combinatoria), and with its composition based on permutations. This practice, which continues today, although using different techniques and effects, I call factorial literature [l!]. My aim is to introduce the concept of factorial literature as a transtemporal genre that has been intensified in the context of electronic literature. In the analysis of hyperfiction, I return to the definitions of hypertext by Theodor Holm Nelson (1965) and Gérard Genette (1982). Referring back to essays by Italo Calvino (1967) on literature, mathematics and cybernetics, and articles by Robert Coover (1992, 1993) about the new literary practices in digital environments, I prepare the coordinates for a revaluation of hyperfiction's recent history and its software, namely through the transient concept of constant restart, associated with the reader's new role as user.

    Patricia Tomaszek - 02.07.2013 - 17:01

  4. Transdução: Processos de Transferência na Literatura e Arte Digitais

    Electronic Literature and Digital Art share many processes, themes, creative and theoretical guidelines. In this sense, I developed a critical framework that could resist to a hyperdisciplinary analysis and include one of the characteristics of this sharing pattern: the transfer and transformation processes. In order to recognize these processes I have done an approach of the transduction concept that could perform a theoretical migration on these aspects: the transducer function. Thus, the transducer function appears in the critical analysis of the works by Mark Z. Danielewski, Stuart Moulthrop, R. Luke DuBois and André Sier. The selected works are representative of the following genres: novel, hyperfiction, net.art and digital installation, drawing on phenomena and concerns resulting from the creative production within the digital culture. In this research I have enhanced mechanisms, patterns, languages and common grounds: authorship, user, cybertext, surface, hypertext, infoduct, interactivity, pixel, algorithm, code, programming, network, software and data. (Source: Author's abstract)

    Alvaro Seica - 15.08.2013 - 15:59

  5. The Emergence of Electronic Literature Exhibition Catalogue

    “The Emergence of Electronic Literature” exhibit includes objects and artifacts, books, computers and software, posters and ephemera documenting the rise of the field of electronic literature over the past four decades. Electronic literature includes literary works that take advantage of the context of the computer and the contemporary networked environment. This broad category of digital work includes genres such as hypertext fiction and poetry, kinetic poetry, computer art installations with literary aspects, interactive fiction, novels that take the form of emails, SMS messages, or blogs, poems and stories that are generated by computers, network-based collaborative writing projects, and literary performances online that develop new ways of writing. The field is essentially focused on potentially transformative uses of the computer to develop new literary genres, and the experiments that contemporary writers and artists are conducting within the new communications paradigm.

    (Source: Introduction to the exhbition catalogue)

    Scott Rettberg - 17.08.2013 - 16:43

  6. Authorship and Autership in the Collaborative Development Process of Text-Based Games

    The collaborative development of text-based Multi-User Dungeons (MUDs) has afforded writers an electronic medium for the discussion, production, and publication of e-literature. A MUD is designed to provide an immersive and interactive experience, and is achieved by the creation of a code-based structure that supports a literary text. However, when multiple contributors are involved there is a tension between the inherently fixed nature of literature and the more fluid versioning of software. In many software development environments, ownership over a work is considered to be counter-productive, whereas authorship of literature is assumed more freely and, as a means of contextual explication, is actively encouraged. MUDs must therefore function under colliding principles of authorship and ownership. The production of a large MUD’s literary text is conceived similar to the cinematic production of a film, with the lead designer of a MUD assuming the role of a ‘director’. The production and proliferation of electronic literature presents new and unique challenges to both the longitudinal administration of a MUD and to the coherence of the literary text.

    Jill Walker Rettberg - 23.08.2013 - 12:04

  7. Platform Studies Series

    Platforms have been around for decades, right under our video games and digital art. Those studying new media are now starting to dig down to the level of code to learn more about how computers are used in culture, but there have been few attempts to go deeper, to the metal — to look at the base hardware and software systems that are the foundation of computational expression.

    Platform Studies investigates the relationships between the hardware and software design of computing systems and the creative works produced on those systems.

    Alvaro Seica - 19.02.2014 - 15:12

  8. Arte Digital: Pixel, Algoritmo, Código, Programação e Dados

    In this essay [Digital Art: Pixel, Algorithm, Code, Programming, Data], we reached a theoretical framework that could withstand a hyperdisciplinary analysis and encompass one of the characteristics that both electronic literature and digital art share: the transfer and transformation processes. In order to recognize these processes we used the concept of transduction to perform a theoretical migration capable of supporting these aspects: the transducer function.

    Alvaro Seica - 26.09.2014 - 11:23

  9. The Code Looks Back: Flash Software, Virtual Spectators, and the Interactive Image

    The Code Looks Back: Flash Software, Virtual Spectators, and the Interactive Image

    Alvaro Seica - 05.05.2015 - 16:14

  10. WYSIWYG and WYSIWII: the Materiality of Digital Literature.

    In this paper, I depart from the notion of digital literature trying to look beyond the linguistic layer of digitability as proposed by Simanovski (2010). Thus, the main goal of my discussion is to face some specific problems regarding both theoretical and instructional perceptions of digital literature: the creative process, the technological conditions and software limits in the production of a media art object, and the literary materialities digitally present. To demonstrate how these constructs and circumstances affect the production and the reception of an object perceived as literary and digital from its planning, I will propose a challenging reading of O Cosmonauta by Alckmar dos Santos and Wilton Azevedo.

    (Source: Author's Abstract, ICDMT 2016)

    Hannah Ackermans - 08.12.2016 - 15:16

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