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  1. New Media Poetics: Contexts, Technotexts, and Theories

    New media poetry—poetry composed, disseminated, and read on computers—exists in various configurations, from electronic documents that can be navigated and/or rearranged by their "users" to kinetic, visual, and sound materials through online journals and archives like UbuWeb, PennSound, and the Electronic Poetry Center. Unlike mainstream print poetry, which assumes a bounded, coherent, and self-conscious speaker, new media poetry assumes a synergy between human beings and intelligent machines. The essays and artist statements in this volume explore this synergy's continuities and breaks with past poetic practices, and its profound implications for the future. By adding new media poetry to the study of hypertext narrative, interactive fiction, computer games, and other digital art forms, New Media Poetics extends our understanding of the computer as an expressive medium, showcases works that are visually arresting, aurally charged, and dynamic, and traces the lineage of new media poetry through print and sound poetics, procedural writing, gestural abstraction and conceptual art, and activist communities formed by emergent poetics.

    (Source: Publisher's description)

    Patricia Tomaszek - 21.09.2010 - 11:24

  2. Electronic Literature Collection, Volume One

    Electronic Literature Collection, Volume One

    Eric Dean Rasmussen - 18.02.2011 - 18:16

  3. A Subjective Chronology of Cybertext, Hypertext, and Electronic Writing

    A timeline of events and publications relating to creative work in hypertext and new media, admittedly subjective, but providing a view of the field as seen by one of the pioneers in the field of electronic literature.

    Jill Walker Rettberg - 04.04.2011 - 20:27

  4. Written on the Body: An Interview with Shelley Jackson

    The interview focuses on the role of the body in Shelley Jackson's work, in particular in her distributed narrative project "Skin," which was tattooed on the bodies of volunteers around the world, one word at a time.

    Scott Rettberg - 21.05.2011 - 10:13

  5. Exchange on Curriculars (2003)

    Exchange on Curriculars (2003)

    Eric Dean Rasmussen - 30.05.2011 - 11:40

  6. Riding the Meridian

    Riding the Meridian

    Eric Dean Rasmussen - 30.05.2011 - 11:44

  7. Vniverse

    The authors of Vniverse present the work Vniverse and explore the concepts of interactive reading and social reading spaces.

    Eric Dean Rasmussen - 30.05.2011 - 21:23

  8. Digital Poetry: From Cybertext to Programmed Forms

    Digital Poetry: From Cybertext to Programmed Forms

    Zuzana Husarova - 01.09.2011 - 16:59

  9. Multimediality, Intermediality, and Medially Complex Digital Poetry

    In Grammophone, Film, Typewriter, Friedrich Kittler envisioned a digital future of demediation: all traditional differences between media and mediations would be ended in a fusion of digital numbers. Kittler’s vision, I argue in my paper, is premediated by Richard Wagner’s artwork of the future: despite their differences, both stage the dream of a multimedial future in which monomediality or medial compartmentalization is effectively aufgehoben. This idea of premediation is further explored by comparing Wagner’s music drama’s to digital multimedia works and events of the 1990’s and early years of our twenty-first century that try to fuse words, bodily gestures, sounds, and images.

    Patricia Tomaszek - 21.09.2011 - 14:34

  10. Event-Sequences, Plots and Narration in Computer Games

    Opening with the debate between ludologists and narratologists this essay tries to show that there is a narrative aspect in computer games that has nothing to do with background stories and cut scenes. A closer analysis of two sequences, taken from the MMORPG Everquest II and the adventure game Black Mirror, is the basis for a distinction between three aspects of this kind of narrative in computer games: the sequence of activities of the player, the sequence of events as it is determined by the mechanics of the game and the sequence of events understood as a plot, that is as a sequence of (chronologically) ordered and causally linked events. This kind of narrative is quite remote from the proto- typical narrative serving as a source for most narratological considerations. All media and not only computer games therefore actually need their own narratology.

     Source: author's abstract

    Kristine Turøy - 06.09.2012 - 18:55

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